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  • posted a message on New Format on Its Way Edit No it's not.
    Paper pauper makes the most sense. It already has somewhat of a paper following. Would also provide an official stance on how paper vs online rarity discrepancies should be handled.
    Posted in: The Rumor Mill
  • posted a message on Eternal Masters in Modern discussion!
    Quote from fractal7221 »
    There might be a few reprints of Legacy staples banned in Modern like Jitte. I'm guessing most will be commons/uncommons that get reprinted all the time like Giant Growth, Negate, or any number of burn spells.

    Why on earth would they print either Giant Growth or Negate in EMA? I can see a lightning bolt reprint, but those other two cards are magnitudes lower on both power level, importance, and desirability.

    Giant Growth is just an example of card that was printed in the MODO Masters set. Negate just because they print it in everything. My point was not that these exact cards would be reprinted, but that Modern legal cards in this set are likely to be rather boring commons or uncommons and not sought after rares and mythics.

    Posted in: Modern
  • posted a message on Eternal Masters in Modern discussion!
    There might be a few reprints of Legacy staples banned in Modern like Jitte. I'm guessing most will be commons/uncommons that get reprinted all the time like Giant Growth, Negate, or any number of burn spells.
    Posted in: Modern
  • posted a message on Eternal Masters Confirmed
    So what are people's thoughts on why the spoiler season is only one week instead of the normal two weeks?

    One thought is the limited print run is unlikely to meet demand, so WotC doesn't want to promote a difficult to find product too much.

    Another possibility is a lack of confidence in thw set, and WotC doesn't want to spend too much marketing effort at a potentially unpopular product.

    After what we got in MM2, maybe there are only enough interesting cards to fill a single week of previews, with most of the set filled with chaff.
    Posted in: The Rumor Mill
  • posted a message on Best way to sell my cube?
    Best bet would probably be your old playgroup if they enjoyed using your cube. It might be easier to trade the cube for a few valuable cards that are easier to convert to cash.
    Posted in: Market Street Café
  • posted a message on What is Blue's Most Iconic Creature?
    Prior to Magic 2010 and damage no longer using the stack, I would say Morphling was one of the more iconic blue creatures. Mahamoti Djinn is also a contender.
    Posted in: Magic General
  • posted a message on does anyone feel ANGRY and HATE the new MTG website?
    I experienced the same thing. The endless drop down menus did not work particularly well on my mobile device. All I wanted to do was check the PTQ schedule again. Something that should have only took a few seconds required far more time.

    I am not sure who all is on their web development team and MTGO team, but WotC needs a clean sweep there.
    Posted in: Magic General
  • posted a message on How does your store handles Commander? Is killing it completely the only option?
    Casual and EDH players are usually willing to spend money on singles; the problem might be with selection. The store simply might not have the types of cards an EDH player is interested in the display case. Maybe let the owner know some of the staples for the format. I'm not owner, but the ones I have talked to like to have different types of players coming in since competitive players will trade in casual cards while the EDH players are more willing to trade in standard and modern staples. Definitely helps in the turn over of inventory.

    Plus players in the store for several hours are likely to buy soda, snacks, and candy. Another benefit is people in the store help create more traffic. It is hard to get people in the store is no one else is there. When I walk into an empty store I usually end up spending less than when there other customers present.

    Posted in: Commander (EDH)
  • posted a message on Most powerful cards in standard...
    Agreed. I think a lot of people underestimate the strength of Master of Waves, thinking that you have to make 6 or 7 tokens to be powerful. Even if you are only making 3 tokens, it is still putting a bunch of pressure on the board.
    Posted in: Standard Archives
  • posted a message on Opponent Prematurely Concedes
    So you played a deck that's primary goal is to annoy and grief your opponent and then have a sour taste in your mouth when you succeed? It's not even close to a tier 1 deck, so you obviously didn't play it to win. The only reason to play it is if you get your kicks by pissing off less competitive players.

    Plus I don't know what it is with Maze's End players, you practically have to call a judge over to get a straight answer for how many gates they have since they keep stacking, and separating, and rearranging their lands.

    Though I suppose the most infuriating part about playing against the deck is the constant reminder the WotC no longer prints good land destruction. Oh how I wish they would reprint Ruination

    Posted in: Standard Archives
  • posted a message on UWR, would this deck work? If not could it be edited?
    Without Supreme Verdict to clear the board and Sphinx's Revelation to refill your hand you will have a tough time not running out of steam and losing to attrition.

    You can pick up Supreme Verdict for around $5 a piece, which is not unreasonable. Though if that is too much above you budget, I suppose Planar Cleansing is an option, can get a playset for a little over $1. It costs 6 mana though, making it much less effective.

    Sphinx's Revelation is simply not budget friendly. As someone else mentioned, Opportunity is a viable replacement; a playset costs under $1. Divination is another card card draw spell you can try; its sorcery speed though, but you can get a playset for $0.50 if not for free.

    Posted in: Standard Archives
  • posted a message on Decks with good Naya Hexproof matchups ?
    If your meta is realy filled with that much Naya and R/W burn you might want to try Last Breath. It can target a pesky Fiendslayer Paladin, is a bit better against unbuffed Voice of Resurgence and keeps Chandra's Phoenix from coming back. It can also turn a Mutavault into 4 life in a pinch; occasionally useful in the burn match up (just watch out for Skullcrack)

    Also, you list is only 56 cards. Looks like you left 4 lands out since you only have 21 listed.
    Posted in: Standard Archives
  • posted a message on Most powerful cards in standard...
    1) Mutavault: Currently used in nearly every competitive standard deck. Practically required if you want to play Standard.
    2) Thoughtseize: A strong case can made for this at number 1. Can be backbreaking when cast on the first turn. The main reason I have it at two is that it is not as ubiquitous as Mutavault
    3) Sphinx's Revelation: Perhaps the main reason U/W and Esper control decks are so strong right now. It simultaneously gives enough juice to mop up anything left on the opponents board while putting your life total out of your opponent's reach. The fact that it is an instant means there is hardly any window for your opponent to take advantage of you tapping so much mana.
    4) Pack Rat: It's a cheap, must answer threat. If left unchecked, it will completely overwhelm the board.
    5) Supreme Verdict: It's not particularly flash, but it is the premier board wipe in the format. The fact that it cannot be countered is even somewhat format warping since blue creature decks don't even bother running counters maindeck (though the lack of cheap, versatile counters is a major factor too)
    6) Domri Rade: Helps to keep R/G Monsters from running out of gas by putting more creatures into your hand. Also picks off blockers and other pesky creatures. Has good synergy with many of the cards in the deck.
    7) Master of Waves: Few cards can end the game quicker in Standard under ideal conditions. It's very fragile against removal heavy decks though, much prevents a higher ranking.

    Honorable Mention:
    Shock lands: Nothing too exciting, fixes your mana. The lack of good ways to search these out, such as fetchlands, keep these from being overpowered.
    Scry lands: WotC has been getting better at designing useful come in play tapped duals.
    Posted in: Standard Archives
  • posted a message on [[Official]] Complain about Legacy Prices & Availability Thread
    Only the rich could initially afford pocket watches since it took skilled craftsman many man hours of labor to create one. Now pretty much anyone can afford one due to advances in productivity and automation. The watch analogy is poorly suited to the high cost of legacy staples since the high price of Magic cards is due to artificial scarcity. Printing a new Tundra would not cost WotC any more than printing an Island.

    Artificial scarcity is a type of deadweight loss that essentially keeps a market from reaching equilibrium. The high prices are hardly a mater of capitalism, and more a product of distortions that can occur in a capitalist system when markets are not completely free.
    Posted in: Legacy (Type 1.5)
  • posted a message on After years of playing, I finally discovered my playstyle is aggro-control. What are some good decks in that category?
    Quote from fractal7221
    There isn't anything in standard that I would truly call aggro-control. It requires a few elements that we just don't have available.

    First, you need a cheap 1cc or 2cc threat that can quickly win the game on its own like Tarmogoyf or Delver of Secrets
    Next, you need some decent cantrips like Ponder, Preordain, Brainstorm, Serum Visions, or something else along those lines.
    Then, you need some cheap 1CC removal like Lightning Bolt, Path to Exile, Dismember, or Swords to Plowshares
    Finally, some cheap or free counters are key such as Force of Will, Daze, Spell Pierce, or Spell Snare
    It's also nice if you can round out the deck with a little disruption from cards like Thoughseize, Stifle, or Wasteland

    If you look at the current standard card pool, most threats that can win on their own cost 3 or more, there are very few cantrips, good removal is priced at 2cc+, and there are very few worthwhile counters that cost less than 3.


    It's not the deck. It's the archetype.

    If you refer to the link I posted, you don't have to have everything 3 or less cmc. The decks you're describing are more tempo, aggro orientated, a very "aggro," aggro-control deck. Cawblade is a perfect example of an aggro-control deck that has cards costing 4 or more cmc. Faeries even played a 4 cmc counter. A perfect card for an aggro-control deck in this standard for example is Young Pyromancer. You can control the board with an army of tokens which can deter an aggressive style from your opponent, or swarm when you have enough and put serious pressure on your opponent. You're controlling the board with a lot of chump blockers, but can switch to an aggressive style when you think the game calls for it. Add blue for counters or black for removal to supplement the deck, and other creatures that will help benefit your deck.

    The point is, every colour can do aggro-control, you don't have to limit your cards to 3 cmc or less, and it's the archetype, not the deck. Of course the deck chooses cards that will be both aggro or control whenever, but once you choose the style you want to play, whether it be aggro or control, then make the deck play that way.

    - With Love -
    - Your Dad -
    - icantstandbeinginawheelchair-


    Let's look at Caw Blade. It had cheap threats like Squadron Hawk & Stoneforge Mystic at 2cc and Celestial Colonnade as a land drop. The deck ran a cheap cantrip in Preordain. It also ran cheap removal like Lightning Bolt, Condemn, and/or cheap bounce. It also ran cheap counters in Spell Pierce and Mana Leak. And it ran cheap disruption in Tectonic Edge. The higher CC cards in Caw Blade were the broken Jace and Equipment that got put into play for 2 mana through Mystic. I never said that aggro-control couldn't run more expensive spells, but the bulk of the spells need to be relatively cheap to support the aggro side of the deck. Otherwise you get into control deck territory.

    Even in the article you linked, the author explicitly stated that a true aggro-control does not exist in every format and that it would hard to imagine such a deck not playing blue. Also as the author said, many people confuse mid-range decks for aggro-control. Esper Humans that has been talked about in this thread is much more of a mid-range deck than aggro-control deck.
    Posted in: Standard Archives
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