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  • posted a message on [4 Card Modern] Round 13 due 1/21
    You may want to post that in a spreadsheet note and/or on mothership because mqj is unlikely to see it here.
    Posted in: Forum Magic
  • posted a message on [4 Card Modern] Round 13 due 1/21
    Aha, silly porous memory. Thanks.
    Posted in: Forum Magic
  • posted a message on [4 Card Modern] Round 13 due 1/21
    Quote from thatmarkguy »
    V1 6-0 Thalia makes Foundry uncastable.


    Correcting myself, 3-3. Thalia does make Soul Foundry uncastable, which matters only in the event Thalia gets cast before Soul Foundry. Which is only when I am on the play. Otherwise wolves eat my flesh.
    Posted in: Forum Magic
  • posted a message on [4 Card Modern] Round 13 due 1/21
    My scoreline as I see it, bold represent contradiction from that opponent's score.

    V1 6-0 Thalia makes Foundry uncastable.
    V2 0-6 3 lands lets Boom overcome the Thalia tax; Eng'd explosives is useless; Megaliths hits hellbent and Thalia is toasted.
    V3 6-0 Engineered Explosives for X=0 are fodder for the first Crack the Earth and Thalia lands before any chance of a second one. Thalia outraces/outclasses Memnite (or simply stands defense as Inkmoth wins)
    V4 6-0 Thalia shuts down Beast Within; Inkmoth wins by poison making Elixir lifegain irrelevant.
    V5 0-6 Same deck as mine except Path instread of Eng'd Explosives. Path makes all the difference.
    V6 0-6 Eng'd Explosives can Wrath the Thopter swarm once but once isn't enough.
    V7 3-3 When I'm on the play Thalia lands on my T2 and then Inkmoth attacks every turn as Thalia stays home to block. On the draw Thalia is vetoed first instead.
    V8 6-0 Engineered Explosives for X=0 pops Howlpack Alpha and all its wolves. Thalia holds off Mutavault after wolves go extinct, Inkmoth wins
    V9 6-0 Thalia makes Anger of the Gods uncastable; with it uncastable Megaliths never hits Hellbent. Thalia stays home to block Mage while Inkmoth attacks - when Mage sacs to nuke a land, Thalia takes over attacking duties and wins.
    V11 3-3 When I'm on the play Thalia lands on my T2 and then Inkmoth attacks every turn as Thalia stays home to block. On the draw Thalia is vetoed or plucked first instead.

    606600366x3
    Posted in: Forum Magic
  • posted a message on [4 Card Modern] Round 13 due 1/21
    Quote from WhammeWhamme »
    WhammeWhamme

    vs. 10 thatmarkguy: Crack first land FTW. 6-0


    No, my X=0 Engineered Explosives get cracked instead. And by the time you recurse it I have Thalia in play and you can't even cast Crack anymore. 0-6.

    I'm starting to take this personally, Whamme. That's five of the past six rounds that we've both participated in, your initial score against me had to be re-adjusted downwards.
    Posted in: Forum Magic
  • posted a message on They changed the rules for morphs.
    Quote from Glinwood »
    - We fixed the game-loss-after-losing feel-bad, and expected things to be reasonably smooth.

    What do they mean by that ?


    In earlier days, failure to reveal your morph would cause you to lose your NEXT game. So you could lose Game 1, fail to reveal your morph while mopping up your game 1, and thus be awarded a loss of game 2 (and thus the match) before even beginning game 2.

    They fixed that by (until this most recent change rendered it all moot) making the game-loss-for-failure-to-reveal only apply to the game just ended. So if you had won it but failed to reveal that win was turned to a loss. If you had lost that game, you weren't further punished - your loss wasn't doubled.
    Posted in: Magic General
  • posted a message on [4 Card Modern] Round 13 due 1/21
    Troll can regenerate once (because Hypergenesis made free troll and free lotus bloom). But once isn't enough.


    My playdown as I see it:

    v1: 6-0 My t4 Ajani Vengeant locks down the Inkmoth the next time it attacks (it can't attack before T3 so it isn't especially close to lethal poison when Ajani lands), accrues loyalty forever, blows away all lands, and then kills.
    v2: 6-0 If Hypergensis doesn't happen my win is trivial. But because I know it has to happen, I let Hypergenesis happen and play out my hand (Ajani on my own turn with mana from my Genesis'ed out Lotus Bloom). Deck2 really has to kill Ajani to have a hope, which means swinging both creatures at Ajani and losing one to the Gargodon as the other kills Ajani. Gargodon wins the ensuing damage race though (killing in two swings after shortlived Ajani's 3-bolt).
    v3: 6-0 Gargodon and Bloom suspends on T1, Ajani lands on T4. D3 can cast either Shrine or Bridge on T3 and the other on T4. When I'm on the play Ajani locks down land from T4 until safe armageddon then wins. When I'm on the draw, Ajani can't lock down a land unless D3 casts both Shrine AND Bridge. So D3 just casts Shrine then we build up counters for a while ... until eventually I armageddon, Shrine responds killing Ajani, and then Gargodon mops up. D3 never has the window to safely cast Bridge (or else dies to Ajani outright).
    v4: 2-2 Plays like the v2 above except Quicksand gives d4 the means to kill while blocking my Gargodon with a single Chancellor, preventing my Gargodon from attacking and ensuring a draw.
    v5: 2-2 Meddling Mage names Lotus Bloom and attacks on turns 2-3-4-5-6-7-8-9. My Gargodon is suspended on T1 and lands with haste on my T10 (I sac the mountain to speed things up). It would take 3 attacks for Gargodon to kill, and I can't afford to let Meddling Mage counterattack because that would kill me. Draw. (Stun Sniper as an alternate play is a nonstarter as Ajani would eat that alive).
    v6: 0-6 Thrun and Ajani both land on T4. Thrun kills Ajani with his first attack, and me shortly thereafter. Even if there were to be a any question as to whether I could survive long enough for Gargodon to land, Path to Exile makes that moot.
    v7: 0-6 Researchers are fully conscripted before Ajani can do anything about it.
    v8: 0-6 Path awaits Gargodon, Meddling Mage bans Ajani or Lotus Bloom, Mage wins.

    66622000x strictly average to marginally below, despite having swept the #1 and #2 decks.
    Posted in: Forum Magic
  • posted a message on [4 Card Modern] Round 13 due 1/21
    You marked a 0 against me but I think your Quicksand earns you the draw. Obviously you have to fire Hypergenesis on your T1 or you do nothing and die, so I let you do that play or draw. Then you have your two 6/7 Vigilance chancellors in play and I have my 9/7 Gargodon and (the means to cast) Ajani Vengeant. It would be suicide for me to attack into your Chancellors and nothing you have is tapped when Hypergenesis gets cast, so I just Ajani-ping you for 3 and pass. You need to get rid of Ajani, so you attack with both chancellors at Ajani, knowing one will die to Gargodon but the other will go unblocked and thus kill Ajani. After that we have a stalemate because my Gargodon would kill your attacking Chancellor (so your chancellor won't attack), but if I attacked with Gargodon you'd be able to kill it with block+quicksand. So niether of us can win.

    IMHO I do sweep Hypergenesis deck 2 because it doesn't have a way to bridge the gap between my 9/7 and its 6/7, but you and your Quicksand does.


    I think you underscored yourself vs Thrun in deck 6 as well. Deck 6 can only path one of your chancellors - the other one surely outraces a Thrun that can only regenerate once.
    Posted in: Forum Magic
  • posted a message on Adventures in Shandalar
    Recipe for running an obsolete-hardware obsolete-OS game on a modern tablet:

    1. Have a modern PC with VMWare or other such virtualization software, running a virtual machine of an older OS, older hardware, and with the desired older software installed therein.

    2. Use a remote-desktop software like Splashtop on your modern tablet to control the desktop of your modern PC and, with it, the VM of the older machine. It will display to your tablet whatever is showing on the PC screen and will relay tablet touches to the PC (and thus the VM) as mouse clicks at that position.
    Posted in: Articles
  • posted a message on [4 Card Modern] Round 13 due 1/21
    Quoting tom's handy score template.

    explanations for:
    10. thatmarkguy
    Swamp / Muvatault / Evil Presence / Ratchet Bomb

    1. Rush_Clasic
    Blackcleave Cliffs / The Rack / Stromkirk Noble / Cry of Contrition
    0-6; Stromkirk alone wrecks me because Mutavault can't block - if I pop Stromkirk with Bomb, then the Rack lands and outraces my Mutavault.


    2. WhammeWhamme
    Mental Misstep / Lotus Bloom / Lotus Bloom / Frost Titan
    6-0; Ratchet Bomb pops Blooms in upkeep they land, they never produce mainphase mana.

    3. NemataGG
    Chancellor of the Tangle / Chancellor of the Tangle / Chancellor of the Tangle / Hypergenesis
    0-6. Bomb doesn't get to 7 counters before death.

    4. Heinsun
    Mutavault / Cavern of Souls / Mayor of Avabruck / Phyrexian Revoker
    0-6. Too many threats, and Revoker keeps my Bomb from popping all the 2s.

    5. kliate
    Island / Mental Misstep / Spell Snare / Memnite
    6-0. Mutavault outraces Memnite, I don't even need to try to cast spells.

    6. Pharmalade
    Plains / Angel's Grace / Pact of the Titan / Pact of the Titan
    6-0. Plains becomes Swamp my turn after it enters play, so won't be providing that upkeep white mana it needs for Grace.

    7. drwho42
    Plains / Island / Path to Exile / Deft Duelist
    6-0. Attack with Mutavault until Plains lands. Make Plains a Swamp to ensure Path never hits an animated Mutavault. Ratchet bomb for 2 to clear the Duelist.

    8. keyboardmash
    Mutavault / Plains / Mental Misstep / Thalia, Guardian of Thraben
    1-4. When I'm on the play, I can land Ratchet Bomb before Thalia makes it unafforable, then can use it to nuke Thalia if needed. Mutavaults hold each other off forever (and Misstep stops me from neutering opposing Mutavault). When I'm on the draw, T2 Thalia strands Ratchet Momb in hand and wins.

    9. Sand_Crab
    Darksteel Citadel / Dimir Aqueduct / Thopter Foundry / Sword of the Meek
    6-0. Evil Presence lands on tapped Dimir Aqueduct and deck never has the blue mana to cast Thopter Foundry.

    11. tomsloger
    Cavern of Souls / Inkmoth Nexus / Simian Spirit Guide / Thalia, Guardian of Thraben
    0-6. T1 Thalia strands Ratchet Bomb in hand.

    12. mqj
    Treetop Village / Golgari Rot Farm / Pithing Needle / Maelstrom Pulse
    2-2, description in preceding post
    10 | 060066616X02
    updated to spreadsheet
    Posted in: Forum Magic
  • posted a message on [4 Card Modern] Round 13 due 1/21
    The logic on me (10) vs mqj (12) has me uncertain...

    mqj's play is 1. Treetop Village (tapped), 2. (could play Pithing Needle then) Golgari Rot Farm, 3. Treetoop Village again, and from T4 unopposed could cast Maelstrom Pulse or start attacking with the Village.

    My play, I can Evil Presence either land while it's tapped (it's unwise for me to presence the Village before Rot Farm enters play, obv), and an un-needled Ratchet Bomb can blow away the Needle (if the needle was pinning down my Mutavault), but if I do this after playing Evil Presence it'll also remove the Evil Presence. Which would free up the otherwise neutered Treetop Village.


    So mqj's real decision points are (A) Play the needle T2 naming Mutavault, (B) Play the needle T2 naming Ratchet Bomb, or (C) don't play the needle at all on T2 and save it in hand for later.

    If A, my Bomb will destroy Needle before Maelstrom can get it, then Evil Presence lands on Rot Farm for the win.
    If B, my Evil Presence lands on Rot Farm for the win.
    If C, I play my Ratchet Bomb and get a counter on it asap, and mqj starts attacking with the treetop village. mqj gets ahead on any damage race so I'm eventually obligated to play Evil Presence on the Rot Farm. Then mqj plays Pithing Needle naming Mutavault and we stalemate, as popping the Bomb would resume the losing damage race.

    That's where I got my 2-2, but I feel I may have missed something...
    Posted in: Forum Magic
  • posted a message on [4 Card Modern] Round 13 due 1/21
    Well, my deck name was apt. Once again completely misread the meta, as my deck that 6-0d a great deal of last week's field loses to the majority this week.

    I think Whamme misscored against me again though (a now-weekly occurrence!). Listed in Whamme's row as 6-0, but my Ratchet Bomb can blow up the 0-CMC Blooms the upkeep they enter play and make sure they never make it to a main phase to be able to be used to cast the Titan.

    I also believe Rush underscored vs me, as I think it's 6-0 Rush, not 4-1 - if you thought my Mutavault could hold off your Stromkirk Noble, it can't - it's a filthy human.
    Posted in: Forum Magic
  • posted a message on [4 Card Modern] Round 13 due 1/21
    Quote from WhammeWhamme »

    vs. thatmarkguy: Can win through double discard, thanks to my 4th card. 6-0
    (pitch my wincon, then respond to second discard spell by putting it back in... or if he doesn't do that, do it in the upkeep of my win turn)


    That's how I thought it too but some kind soul pointed out in a spreadsheet note how it works for me - as long as I do Rats first on my T1 (and you discard Barren Glory), then on my T2 I cast Horrifying Revelation. That mill clause of HR makes it so that even if you put the Barren Glory atop your library in response, HR will just mill it back into your grave when it resolves. Making me quite glad I went with Horrifying Revelation over other 1-cost discards like Cry of Contrition, Raven's Crime, or Mire's Toll.
    Posted in: Forum Magic
  • posted a message on [4 Card Modern] Round 13 due 1/21
    Quote from tomsloger »

    11. thatmarkguy
    Swamp / Horrifying Revelation / Simian Spirit Guide / Ravenous Rats
    6-0 i think. i see a line of play where mark can get rid of elixir, but i get a 3/3 to his 1/1. there may be another line of play, but i dont see it


    I've got it as 3-3. When I'm on the play, I'll cast Ravenous Rats on T1. You have to pitch something. Assuming you want to fire elixir at some point you probably want to hold your lands and the elixir so you pitch beast within. On your turn you play... Darksteel Citadel and Elixir, likely. Then on my T2 I play my other discard spell and away goes your Simic Growth Chamber.

    Elixir costs 2 to activate. There's no way your Simic Growth Chamber lands (permanently) when I'm on the play and I can make you discard twice before your second turn. Unless all you play is lands and you pitch your Elixir, which is also a win for me.

    When you're on the play you've got me. The best I can do is getting rid of your elixir after one Beast Within firing (1. Citadel Elixir - Rats cause you to discard Beast; 2. SGT bounce Citadel - I do nothing; 3. You fire elixir and shuffle, I choose the 'random' result of Beast on top, you draw and cast Beast - I HorrifyRev the Elixir off your deck into grave), as your 3/3 beast overwhelms my 1/1 rat.
    Posted in: Forum Magic
  • posted a message on Primer Decks: 10-Land Stompy (Lowland Stompy)
    Here to ask the question every deck is asking in late 2014 - can Treasure Cruise fit here? Or more generally, can Khans delve cards, be it Treasure Cruise for card reload, Hooting Mandrills for another big stomper at low actual-paid-mana cost, or Become Immense for a giant Giant Growth at similarly low actual mana cost... work in LLS?

    My thinking is that versions of this deck that run a lot of 'free' cards like Land Grant, Invigorate, Mutagenic Growth, and Bounty of the Hunt can very quickly have quite a number of cards in the grave as Delve fuel (and the deck could be made to run forestfetches if further delve fuel was desired). Rogue Elephant builds also make delve fuel. (of course this flavor of deck would have to reject Dryad Militant).

    Of course, too many Delve cards just get in each others' way - which is another reason why Bounty of the Hunt works well here, you could pitch excess green delve cards as Bounty cost.

    I'm trying out two Mandrills in an LLS build I'm tweaking today, we'll see if they land in good time or not.
    Posted in: Casual Primers
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