- Joyd
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Member for 18 years, 8 months, and 21 days
Last active Tue, Oct, 25 2016 13:57:09
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- 26 Thanks
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Oct 12, 2007Joyd posted a message on Mouthwash communication: peroxideI'd agree; cynicism isn't a tough and realistic worldview. It's a defense mechanism. (It's easier to believe that everything sucks than to actually try.)Posted in: Ether uses Gigagash!
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Oct 9, 2007Joyd posted a message on What's wrong with Lorwyn and other narrowly focused blocksI know what Garanimals are. I mean, I read about them.Posted in: muchsarcasm Blog
I think that despite it's theme being the same as Onslaughts, Lorwyn has been executed quite differently. I -don't- think its at all the case that the best decks are likely to be just 'all the goblin cards that care about goblins' (or whatever). I wouldn't sell Lorwyn short immediately just because it shares a theme with a very linear block. -
Sep 9, 2007Joyd posted a message on Baking a better Pie #1: IntroductionI'm interesting in seeing where you go with this.Posted in: Pit Of Randomness
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Aug 30, 2007Joyd posted a message on Hello BlogI read this, you know. I just keep my mouth shut.Posted in: Alacar's Design Zone
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Aug 6, 2007I kinda got the impression you didn't care much for the job, but that still kinda sucks.Posted in: Alacar's Design Zone
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Jun 8, 2007Joyd posted a message on News flash:It's so true. (Wow, the ten word limit is enforced now.)Posted in: Ether uses Gigagash!
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May 24, 2007Joyd posted a message on God dammitEarlier today I saw a car with 'PHOTON' as the plate, but I didn't have my camera.Posted in: Optional Dungeon
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May 14, 2007Joyd posted a message on I'ma do itIt's true. Even though I'm not around as much, I'm still around. I'd like to see the work as it goes on.Posted in: Optional Dungeon
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Apr 28, 2007While I agree that it's important to accept change, it's hard to speak in absolutes about it; certainly there are things that have gotten worse over time. (Like MTV.)Posted in: Ether uses Gigagash!
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Apr 21, 2007Joyd posted a message on Blue, the New York Yankees of MagicTo be fair, Green's Vindicate is Desert Twister, though that costs about a ton.Posted in: Joyd is a Blog?
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Apr 20, 2007Joyd posted a message on You know...I think the general culture background of a lot of the house is such that it wouldn't even occur to many of us to even ask that.Posted in: Optional Dungeon
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Apr 20, 2007Joyd posted a message on Blue, the New York Yankees of MagicI understand that countering is blue's best way of dealing with most things; there's nothing inherently wrong with that mechanically, but it's not a fun thing to have happen to you, and unlike most colors, blue has had it's fun-killer abilities pushed hard.Posted in: Joyd is a Blog?
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It's a very important lesson, when transitioning to multiplayer formats, that spot removal is much worse in those formats and you're going to be in a lot of trouble if you try to play a deck that looks like a classic duel control deck in multiplayer. "A bunch of cards like terror, a bunch of cards like counterspell, some draw spells, and a few win conditions" is a much worse deck in a format with more than two players. That's something that gets drilled into people moving into multiplayer formats, because it's not totally obvious. (At least, it wasn't totally obvious to me; it's probably not something I would have thought about until I got a bunch of games under my belt.) At the same time, it's easy to go too overboard with abstract theory analyses of whether a card is good, and ignore pragmatics. Are there enough scenarios where I'm better off after playing Swords to Plowshares than I was before it that Swords to Plowshares is a good card? Absolutely. You don't win the game by heroically maintaining card advantage in some limited sense of the term while someone combos out with Deadeye Navigator across the table.
The following things can all be true at the same time (and are all true):
- Spot removal is relatively worse in multiplayer formats, especially ones like EDH where card advantage dominates tempo to a greater degree than normal. (Mostly because of the extra life.)
- A deck that tries to one-for-one everything like a control deck you'd play in constructed is relatively much worse in multiplayer.
- It's good to look for answers that fill some of the roles that spot removal does but that aren't card disadvantage.
- Spot removal - especially at instant speed - is very important in many typical EDH metagames for dealing with things that will allow their controller to accrue tremendous advantage if they're not dealt with.
I like tokens a lot more than OP seems to, and I still don't think that Brimaz is a general that's strong enough to call attention to. A general supporting a token strategy should do one of a few things in my opinion:
- Produce enough tokens on its own that you can use it as one of your deck's major token generators (Darien)
- Either increase the power of tokens you produce (Elesh Norn, Jazal), be really good when you have a bunch of creatures in play (Odric, Jazal again), or otherwise use tokens as a resource (Mono-white doesn't really have any of these, but Vish Kal is an example.)
- Be generally really good in some other way, so good that it's okay that the general isn't really doing much with the rest of the deck.
Brimaz just doesn't make a difference enough of the times I cast him. I realize that it isn't reasonable to judge generals only on a best-case scenario, but the best-case scenario for Brimaz isn't very impressive. Hitting people and making a token isn't an EDH-scaled effect. Similarly, it's not fair to only consider worst-case scenarios, but Brimaz does nothing when you play him (except be an efficient blocker) without some help, and doesn't protect himself. White has other good (by mono-white standards) generals that do nothing when you play them without some help and don't protect themselves - Mangara, Lin Sivvi, Odric - but those creatures all have far better upsides if you untap with them (or give them haste) than just making a 1/1 token with vigilance.
They've said not to expect that, and that's reasonable. The shaman is meaningfully more difficult to pull off than Biorhythm is. It needs six other power worth of creatures around and either haste (and 14 mana total on one turn) or a way to survive a turn cycle. It also costs more than Biorhythm to activate. EDH has a ton of combos that win you the game if you have a couple of cards and eleven mana, and that effect doesn't even always win you the game.