So it appears that I will have a baby girl soon, and I want her to eventually learn how to play magic. Curious on what is an appropriate age to introduce them (10+?) and when should you upgrade them from casual kitchen to FNM? Anyone else with experience teaching their kids? Also do you let them go straight to meta decks or let them play with crummy Timmy cards?
I recall there was this girl that was 6 years old that attended a GP. I think her father was beside her the entire time for logistic (not to help with decisions). So I guess 5?
Her name is Dana Fischer and she regularly grinds GP's. She actually made her first day 2 on March 2nd of this year with Modern GB Elves. She is 8 yrs old I believe, youngest to ever advance to a day 2
Sadly, I was mistaken. It was just Vivien in the deck, not the arkbow and no Hero either....I had it confused with another bant deck I saw on coverage. But here's a link to the list that placed in the top 8 for reference
My local LGS just informed me that they'll be allowed to start the first prerelease as early as 3pm ET Friday instead of waiting for midnight (which they hate as it creates a logistical nightmare). Im not a fan. This means FNM gets canceled and I have no reason to be there. You can also get your buy a box promo product at the same time. If they'd like to keep the 1 week stagger on acquiring product vs being legally playable, id be fine with it though. I just want my playsets.
With so many Cards releasing, i've yet to find some brewing with all the new planeswalker.
Are there any threads about Planeswalker deck, or is it just not worth it?
In short, no. For one, Modern doesnt lend itself to 'fair" decks (at least not currently). That's just not what the format is trying to do for the most part. Your friend's Jund is one of those "fair" decks. They also have to be careful (at least until Modern Horizons became a thing) because the cards they print have to be reasonable for both Limited & Standard play. I dont ever see a scenario where a design team says " x isnt being played in modern so we should rectify that". IMO it has to happen more organically
There's nothing wrong with wanting to brew your own decks. But, Arena isnt the same as kitchen table magic and that seems to be where some of the disconnect lies. There is an established Standard meta on Arena just like in competitive paper magic and those are the decks anything you brew is going to have to contend with. Every deck is gonna have its bad matchups....there's no getting around that. You either have to accept the bad matchup or go back to the drawing board
Life gain doesnt stop burn? Since when? Red dumps its hand very quickly. If you throw off its clock by gaining life, you'll beat it more often than not. That's why BO1 answers to it have included decks like Esper Acuity, GW Midrange, etc.
Regarding Risk Factor, its better than its predecessor Browbeat, but its less good than Experimental Frenzy. Typically cards that give your opponents options are just bad.
Regarding the amount of Red you see online, a lot of that is because Arena has brought a lot of new players to the game. As such, they typically gravitate to the decks that are more straight forward while they learn. To Teia's point, red is more skill intensive than most give it credit for. That said, its also the easiest to blindly pilot because sometimes it just wins on its own
Hey all! I am a newer player. I just built my first non-precon deck for EDH. Anyway, what I wanted to know is what are you looking for an opening hand and when do you know whether to mull or keep? Is there some kind of method to the madness? Whether it is draft or EDH, I do not know how to strategize for it. So I was wondering what your advice was for on this for a new player who just has not figured out what to do.
1) you want a mix of spells amd lands that are able to cast them (obviously)
2) ideally you want those spells "on curve", meaning a 2 mana spell to cast on turn 2, a 3 mana spell to cast on turn 3, etc
3) spells specific to the deck youre playing against in an attempt to disrupt their game plan. This is more relevant games 2 & 3 when you sideboard in cards to improve the matchup
@Mods: Probably worth a preemptive "No Turtenwald" talk, no? We all know how allowing that discussion will wind up...
On to the questions above. I hate the term eSports. These are games, not sports. Not sure what to expect of the meta. I have a hunch the pros do and will come well prepared for the "more simple" approach I expect out of the streamers, who Im not expecting much from playing a slew of HOFers
http://mtgtop8.com/event?e=21806&d=346729&f=ST
Regarding Risk Factor, its better than its predecessor Browbeat, but its less good than Experimental Frenzy. Typically cards that give your opponents options are just bad.
Regarding the amount of Red you see online, a lot of that is because Arena has brought a lot of new players to the game. As such, they typically gravitate to the decks that are more straight forward while they learn. To Teia's point, red is more skill intensive than most give it credit for. That said, its also the easiest to blindly pilot because sometimes it just wins on its own
1) you want a mix of spells amd lands that are able to cast them (obviously)
2) ideally you want those spells "on curve", meaning a 2 mana spell to cast on turn 2, a 3 mana spell to cast on turn 3, etc
3) spells specific to the deck youre playing against in an attempt to disrupt their game plan. This is more relevant games 2 & 3 when you sideboard in cards to improve the matchup
On to the questions above. I hate the term eSports. These are games, not sports. Not sure what to expect of the meta. I have a hunch the pros do and will come well prepared for the "more simple" approach I expect out of the streamers, who Im not expecting much from playing a slew of HOFers