I looked at this deck: http://www.mtgsalvation.com/decks/151-bant-eldrazi
For some reason, in the card mana pie chart, the outer ring mana color claims are inaccurate. (It's also unclear if it represent the land base or the mana cost of the cards. It looks like it''s meant to reflect the mana base, yet it claims the deck has no blue lands...)
PS: also, it claims the deck is worth 300$ when 4-of hierarch and 4-of cavern of souls already bust that price by a wide margin...
- pierrebai
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Feb 3, 2014pierrebai posted a message on Launch Giveaway!My favorite card is grab the reins. I began playing during the mirrodin era and that card is a nice design which shows red at its best. It's not mindless, it's not random. It's a nice red card.Posted in: Announcements
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Feb 3, 2014pierrebai posted a message on Launch Giveaway!My favorite card is grab the reins. I began playing during the mirrodin era and that card is a nice design which shows red at its best. It's not mindless, it's not random. It's a nice red card.Posted in: Announcements
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Wouldn't playing swiss be much worse for one's rating? I see two effects at work: first, and a lesser effect in my opinion, is that the average rating of your opponents is lower, so you gain less and lose more rating. The second effect, which might be more important, is that if you draft a bad deck you play three rounds with it, so your rating takes a heavy loss. In 8-4, a bad draft means you lose in the first round, so your rating suffer 3 times less.
Edit: tldr: in swiss you can have up to three match losses, in 8-4 you can ever only have one, but can rack three wins.
You know, if your opponent is blocking properly and your guys will survive being shocked, then it could have its uses.
OTOH, I played in leagues during the Kamigawa block. Not only does one with nothing lietrally does more than nothing but pro-actively makes you nothing, but it was printed in a set with a hand-size matters, which means it's not just pro-actively bad, it's even counter to its own set mechanics. Of course I'd open it several times while others would get jitte, dragons and kirins. !#!#%%!%%$*!
Uh? You said it was more important to read signal than send signal or pick the best card, look it up, it's your own post.
Ooooh! Sorry, I posted in the wrong thread. I thought this thread was for sensible arguments! My wrong!
How do you define a cards value? If it's not the price your willing to sell it for, you're just twisting words. If a standard cards sells for 30 dollars, it means the person owning that card would gladly part way for it for 30 dollars, and that a buyer looking to buy standard cards would gladly pay 30$ for that card. Same for legacy cards. If you then come up with specious argument that a card up for sale for 30 dollars is not really up for sale for 30 and would be bought for 30, then your argument has nothing to do with standard or legacy.
If your willing to change the meaning of the worth of a card, then sure, whatever, this conversion has no meaning.
The whole argument of 'helping someone out of his card' is just a strawman. You seem to bring your own sentiment and lack of desire to buy standard card into this. Sure, if you don't care to buy cards, then you won't pay what a cards is worth. I'll bet if you don't care to buy an apple, a shrimp or bag of onions, you wouldn't pay what they're worth. Unfortunately for you, it doesn't have anything to do with the price they sell for.
Thanks for missing the fact that I was buying standard cards. But you inavertendly showed that I was right!
People basically claim that their legacy staples are worth *more* than the equivalent cash!
If I buy a standard mythic that is worth 30$ for money, I buy it for 30$.
If I buy a standard mythic that is worth 30$ for legacy cards, the seller gets less than 30$ worth of legacy cards!!!!
If he immediately sells those legacy cards, he end-up with less money than if he had accepted cash???
That. Does. Not. Make. Any. Sense.
Devaluating standard cards when trading for legacy cards basically mean you value your legacy staples higher than real cash.
p1p5: crocodile. It's a 3/2 for 3. You pick selesnya sentry, you should pick this.
p2p2: new prahv guildmage.
p2p6: maybe rogue's passage.
p2p8: dramatic rescue.
p2p9: rubbleback rhino.
p3p10: anything but hero's reunion.
Wow. I didn't expect your deck to do well. Then again, it seems no one was in Rakdos?!
Edit: !!#$$%!!! This is a 8-4 queue? How can so much good Rakdos go by? I'm even more surprised you went all the way. Kinda feel jalous.
Edit #2:
Re-did the draft in Rakdos:
p1p1: irrelevant we won't be keeping this pick.
p1p2: Hellhole Flailer
p1p3: Dead Reveler
p1p4: Splatter Thug (or assassin, Both are good.)
p1p5: Gore-House Chainwalker
p1p6: Viashino Racketeer
p1p7: Blistercoil Weird (probably won't make the cut).
p1p8: Deviant Glee (or mind rot).
p1p9: Grim Roustabouto
p1p10: Skull Rend (like to clear their hand, but may not make it MD).
p1p11: Tenement Crasher
p1p12: Perilous Shadow (I won't run two glee, maybe well be a slower deck?)
p2p1: Frostburn Weird
p2p2: Auger Spree
p2p3: Lobber Crew
p2p4: Lobber Crew (but assassin and weird are tempting. Maybe this is the wrong pick.)
p2p5: Pursuit of Flight or Rakdos Ragemutt. The mutt can really throw a wrench in races.
p2p6: Ogre Jailbreaker
p2p7: Firemind's Foresight
p2p8: Cobblebrute
P2P9: Launch Party (maybe Sewer Shambler)
p2p10: Tenement Crasher or Chemister's Trick
p2p11: Guttersnipe
p2p12: Guttersnipe (!)
p2p13: Cremate
p3p1: Stab Wound (but i'd understand teleportal)
p3p2: Rakdos Shred-Freak or Ultimate Price
p3p3: Rakdos Ragemutt
p3p4: Perilous Shadow
p3p5: Sewer Shambler
p3p8: Rakdos Keyrune
...
By the 3rd pack, I guess someone was in rakdos and was cutting cards, so it's a bit useless to try to evaluate the packs further on. There is an abvious lack of removal. It's seemed better on first reading, but obviously, you had been sending signals...
p1p3: i think i'd take common bond. Healer is a 3/3 for 3, but there are many of those in WG. Not a too bad pick, though.
p1p4: I think i'd tak ethe towering indrik here, but that enchantment is good, too, just a bit slow. I just hate to draw the enchantment on an empty board against, say Rakdos who's been destroying all my early drops.
p1p6: again, if you didn't take the indrik early, i'd take it here. I might even take a second one.
p1p9: common bond wheeled? Lucky you. (OTOH, I guess the other Selesnya drafter took the herald.)
p1p10,11,12: wow, Selesnya seems really open!
p2p2: there were three possible picks, herald was the cheap, safe one Trostani is the expensive, but upside one, The sphinx is the risky one, but such a big, late flying buddy would be pickable.
p2p3: stab wound 3rd, means two guys below you are not in rakdos, golgari, or anything that can splash black...
p2p4: I tink i'd like the lantern here. Fixes, accelerate. Or the dramatic rescue. I think rescue > predation, but you'd need to splash blue, which you avopided so far.
p2p6: you haven't splashed yet, so I don't think i'd tak the vine, I'd take the arrester. (But then, I'd have more rescues...)
p2p7: good pick for you, but p7 and pursuit, predator and shadow still here? Maybe it was an amazing pack...
p2p8: !?!?!?!! I'f you're going to splash blue, then take the guildmage!!!! it's amazing!
p2p10: are you going to run 2x predation? I'd take the street sweeper. 4/6 is nothing to sneeze at.
p3p1: not a great fan of brushstrider, but it's serviceable. I think i'd prefer the giant. But then again, I'd think long and hard, having already splashing blue, I think I'd take my chances and take the mercurial chemister here and try to fix my mana. That guy wins games on his own.
p3p2: now that'd have the chremister, i'd pick the vine.
p3p4: having picked chemister and maybe sphinx, i'd may take the barrier to hold the early game 'till my bomb come online.
p3p5: i'd take the promenade, but our picks are so different by now that I can't compare. I guess the general combos with all those bird tokens...
p3p8: volatile rig, in the hope of holding the fort and scaring my opponent till the end game.
So, my deck would have been more blue, so ran more islands and I'd have more mana fixing (vine, promenade and lantern, at least, might have picked other tsuff by seeing my picks so far). The chemister would have been a very greedy splash, so I may not have fared any better.
If a buyer seems to be doing business on a large sclae and has a long-lasting web-presense, you should be able to trust their offer.
Dragon's Maize
The story-line revolves around Niv-Mizzet associating with the Simic to create the new Mosanto guild and unleash their genetically engineered corn cubs. The machanics revolves aroud kernel counters and if you aim a burn spell to a corn, it deal damage equals to the number of kernel counters on the corn to all creatures. In the end, it's revealed that the ancient dragon had amassaed vast quantity of butters and all the spetacular explosions were just building-up excitement before announcing his new chain of mega-cinemas.
Or not.
I faced an early codex shredder two games in a row. Nothing to worry about... yet he also had both azorius and izzet charms on top of supreme verdict; he always had an answer to any board state... which he could reuse later in the game thanks to the codex. First game I finally had him down within burn range with my double explosive impact on hand. After the first, he's low enough and i'll kill him next turn. He untaps, plays his 7th land, use the codex to get azorius charm back, gives all his guys lifelink, and gets out of burn range. I don't ever recall anyone using that lifelink side... but it was exactly what was needed here. Second game, he's once against within burn range, this time it's izzet charm to counter the spell.
(I also faced a guy with both Jace, architect of thought *and* niv-mizzet in the first round of that same sealed!)
Is it? That tells you how often I've picked it up. I actually really like the saber. I'm willing to admit it doesn't quite fit as well Rakdos aggro as Izzet aggro, but when paired with a shred-freak or frostburn, it really amped up the clock. I think it is just a bit less good as pursuit of flight (less cause it can't grant flying and doesn't augment thoughness, more becase it can be picked up when your guy dies. On an unleashed thug it turns it into 4 power first-striker, which can't be blocked by much anything.)
p1p2: you pick lobber but pass a lot of rakdos. This could hurt you a bit.
p1p4: stab or frostburn weird are miles better. This is one example of bad card eval.
p1p8: thoughtflare is miles better, again. One of the best card draw of the set.
p1p10: saber. It combos with the dual-color cards and is permanent power bonus. You can pick a common 1-drop later.
p2p1: reveler or assassin are much better.
p2p3: rakdos keyrune. Fix, accelerate, first strike, nice power.
p2p4: hallowed fountain for the money or rogue passage or ragemutt.
p2p5: conjured currency. Ok, half joking here...
p3p1: pursuit of flight or explosive impact (the later is my pick).
p3p2: thoughtflare. No question about it.
p3p4: ogre jailbreaker is 4/4 for 4.
p3p6: pursuit of flight.
These are not streaks. It's 'prey on bad players' vs. 'no bad players anymore in queues.'