Andre,
I'm so glad my article could help you identify some areas in which you may improve. Best of luck working with your spouse to create a healthier relationship!
- swplyr
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May 14, 2014swplyr posted a message on Balancing Magic and FamilyBest of luck finding a mate who shares you interest in Magic. It isn't essential for happiness in marriage, but anytime you and your spouse share an interest it makes things easier. Although my wife doesn't share my interest in Magic, she will play any board game (Dominion, Dixit, 7 Wonders, Settlers of Catan, etc.) and we also love playing golf together. Thank you for your response!Posted in: Articles
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Apr 24, 2014swplyr posted a message on Balancing Magic and FamilyThanks for reading!Posted in: Articles
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Apr 24, 2014swplyr posted a message on Balancing Magic and FamilyI agree, that playing one deck can start to get stale. But for those for whom competition is the overarching goal it can be a sacrifice worth making.Posted in: Articles
Thank you for your comments! -
Apr 24, 2014swplyr posted a message on Balancing Magic and FamilyYou're absolutely correct. It was an oversight bred from my personal situation and I hope that all the women who read this article find the suggestions just as applicable as the men who do. I apologize for any insensitivity, it was unintentional.Posted in: Articles
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Apr 22, 2014swplyr posted a message on Balancing Magic and FamilyThank you for your comment. You are completely correct. Although I chose to focus on the time management aspects of balancing Magic with family, the monetary considerations are very relevant. I believe one of my suggestions is applicable to this point: sticking with one deck. While choosing one deck provides the time advantage of familiarity, it also provides the monetary advantage of using cards as long as possible, thus maximizing the value you get from them. This is especially true with the Eternal formats and Modern.Posted in: Articles
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Apr 20, 2014swplyr posted a message on Balancing Magic and FamilyThank you! And, congratulations on your upcoming marriage!Posted in: Articles
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Apr 19, 2014swplyr posted a message on Balancing Magic and FamilyThank you! I'm glad you find this article beneficial. Please share it with others whom you think might also find it useful!Posted in: Articles
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Thanks!
I'm certain that 4 Scalding Tarn is correct, but I've seen anywhere between 2 and 4 Arid Mesa. I started with the full 8, but have since cut 2 Arid Mesa because our games tend to go long enough that I would frequently run out of targets and because every fetch reduces the density of land in our deck, and we really want to hit land drops throughout the game.
Thoughts and justifications?
This is where I've landed too (although I'm on 3 Resto, see my list above). I'm ok with a slot in the board for a finisher against fair decks (Batterskull is my go to) and another for Teferi against combo/control. We're just so tight on sideboard slots we need to really have an excellent reason for each inclusion.
I think of UWR as more of a spectrum of aggressiveness and less as distinct archtypes. The 4 Snap and no other creatures version is at the far end of the control spectrum, and I think UWR Kiki Combo and Flash are at the other end of the control spectrum. They're still control, the gameplan is still card advantage and 1-for-1 trades, but with more robust finishers. For these reasons I would keep both Kiki Combo Control and Flash Control in this forum. Playing Kiki and just jamming the combo without "knowing" if it's going to win you the game is a desperation move that you typically only make when you have no other options. It's still a control deck at heart.
Midrange is different because your gameplan is different. When your gameplan goes from 1-for-1 trades to efficient and difficult to answer threats with 4x Remand to retain tempo, that's when you've transitioned over to midrange.
Here's the link to the Deck Tech in Wizards' archives. Henry and Marcus Furr built the deck the night before the GP. Henry was flipping through stacks of cards to borrow from Marcus, saw Lightning Angel and immediately decided he was playing it as a 4 of. His reasoning at the time was as an efficient way to combat Jund, which was huge at the time, because it could ambush a Planeswalker and still block. I thought he was crazy, but it worked (until he heartbreakingly lost 3 straight win-and-ins). I think Lightning Angel is good against a midrange/zoo heavy metagame, but against combo it's a bit weaker.
2 Arid Mesa
4 Celestial Colonnade
1 Desolate Lighthouse
1 Glacial Fortress
2 Hallowed Fountain
3 Island
2 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
2 Sulfur Falls
2 Tectonic Edge
3 Restoration Angel
4 Snapcaster Mage
2 Vendilion Clique
Other Spells (25)
3 Cryptic Command
4 Electrolyze
4 Lightning Bolt
2 Lightning Helix
3 Mana Leak
2 Path to Exile
2 Remand
2 Spell Snare
2 Sphinx's Revelation
1 Supreme Verdict
1 Celestial Purge
1 Combust
1 Counterflux
1 Dispel
2 Engineered Explosives
1 Path to Exile
2 Relic of Progenitus
2 Spellskite
2 Stony Silence
2 Wear // Tear
I landed here for a few reasons. I really like the amount of pressure this deck can apply. Whereas the more controlling versions have a near impossible task against all versions of Tron, this deck can apply just enough pressure and disruption to get there against the UW version. The pressure also helps to avoid unintentional draws (thereby helping you have more intentional draws :)).
The counterspell split in the SB is currently 1 Counterflux and 1 Dispel. I like to bring these in against Scapeshift, UW Tron, Twin and any control mirror. The ability to just win a counter war is a big deal, and these spells help make that possible better than any other mix I've found.
I've added the second Plains over the first Mountain because I hate losing to Blood Moon. In a tournament yesterday I cast a Sphinx's Revelation for 4 on T8 against a Blood Moon resolved on T4 (I did get to crack 1 fetch for a basic). That drew me into a Wear // Tear which took out the Blood Moon and a Torpor Orb. I side aggressively against any deck with Blood Moon, bringing in both Wear // Tear, both Engineered Explosives and the Celestial Purge.
I want to find room somewhere for 1 Anger of the Gods. I've gone back and forth between Wrath of God and Supreme Verdict for the maindeck sweeper slot. In that time I've run into Jund/Pod with Thrun less than I've ran into Twin/UWR Midrange/UR Delver, etc. In my meta I've decided that being uncounterable is more valuable that no regeneration.
This is where I'm at. I like it and will likely run it during PTQs the next few weekends. Please feel free to post questions or comments. I'm open to critique/praise!
I agree, Remand is a beating. I had this happen last night at a $10 buy-in tournament. I was at 1 life with a Snapcaster Mage in play and Bolt, Spell Snare, Remand and Sacred Foundry in hand. My opponent was at 5 life. Both of us have 9 mana open. He cast Snapcaster Mage with a Bolt in his GY. I Snare. He Cryptics choosing counter Snare, draw. I Remand my Snare. Cryptic is countered on resolution. I re-Snare his Snapcaster, he plays Spell Pierce, I pay and Snapcaster hits the bin. Then untap, attack and Bolt.
Remand countered Cryptic and drew a card; which, in this situation (that comes up more often than you would think) basically translated into Remand being a 2 mana Cryptic. In the early game is buys time and draws cards, which is all you really want to be doing in the early game. It draws a card, which provides added value if it's targeted with Snapcaster. Remand has a lot of utility and often does exactly what you need. Remand is good.
I've been playing the fun-of Banefire for a few weeks now and it has been awesome! Most control players don't care about going to ~8 life off burn spells, and the confusion when Banefire hits is priceless. Can even be Snapped back for the full 20 against some matchups.