Magic Market Index for April 19, 2019
 
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Magic Market Index for April 5, 2019
  • posted a message on Gruulggro
    Quote from Boreez »
    Angrath, Giant Growth and Samut's Sprint are completely trash cards in Standard. GG hasn't been a viable constructed card in ages, and sprint might be even worse. What you're talking about is a casual deck, not competitive.

    I'm coming at this from a bo1 perspective on Arena. You must be able to beat aggro for bo1, and giant growth can be a fine card to do so. It does help against control too, if you know how to wait for the right moment to play a pump spell. I can beat Teferi control in bo1, it's hard, but it does happen. When it happens it's because I could be aggro enough to kill them before they can set up. When I don't kill them, they are often at 1-3 life before they stabilize and come back up. Giant growth would help in these scenarios.

    I'm trying to get at the fact that these cards may be good in a more aggro version of the deck. Yes, you would build your deck to be much lower to the ground in order to enable these cards, and you still wouldn't want more than like 4 max. However, I can see a single giant growth being good in just about any version of the deck. We have access to haste/trample/flying creatures... Just make sure you don't get blown out with a removal spell after casting it. Yes, it takes a bit of maneuvering and planning, that's why you limit the number of copies you play so you only see 1 copy a game at most.

    I've raced mono-red multiple times with my deck list, it's just that aggro for bo1. Giant growth helps the deck become even faster possibly... I don't think it should just be discounted out of hand because it didn't make deck lists in the past. You can't directly compare cards to past standard environments they were in because we are in a different environment right now (which is still totally theoretical.) Perhaps a better comparison is how long has it been since a combat trick this good has been printed? This is basically the premium green combat trick to which all others are compared. Combat tricks aren't needed that much, but they can find uses as Collision // Colossus has done for us already with this deck.
    Posted in: Deck Creation (Standard)
  • posted a message on Gruulggro
    Okay, Angrath, Captain of Chaos plus pelt collector and pump spells, looks really good.
    Posted in: Deck Creation (Standard)
  • posted a message on Gruulggro
    There are two very significant cards being overlooked here for our deck:
    Samut's Sprint
    Giant Growth

    These cards will help against aggro decks in the early/mid/late game, and also beat out midrange/control in the mid to late game. I'm not saying they each necessitate multiple copies in the mainboard. But I'm sure at least 1-3 of these mainboard should be correct. Especially if we can craft a more-aggro version of gruul, which we should be able to do in this meta.

    Note that I am tackling this from a bo1 Arena perspective mainly, but I believe these are at least sideboard worthy in bo3 as well.

    Gruul already has the ability to be very aggro given our riot/haste creatures and Rekindling Phoenix. Llanowar elves are also decent already for our deck, but much better with creature pump spells, especially those that gives haste. Samut's sprint actually ADDS synergy to our haste/riot creatures as we can make them large and still attack with them. Also a 6/4 haste scry 1 Rekindling Pheonix turn 5 is something to write home about. As is a 6-10 (12?) power haste Kraul Harpooner in the late game.

    Giant Growth can protect llanowar elves and pelt collector so the can trade in the early/midgame while also protecting them from burn spells. Also, we have trample/haste in Gruul Spellbreaker or 7 flying damage with Rekindling Phoenix. Turn 4 spellbreaker+Samut's sprint, 6/4 trample haste with hexproof for the turn.

    Let's not forget that Collision / Colossus is also a card.

    I'm also curious about Rubblebelt Rioters as being a possible addition. You can giant growth/samut's sprint something before attacking with this and have two HUGE creatures. A bit fragile, until you consider we run Gruul Spellbreaker and Rekindling Pheonix in the deck as well. So this is potentially a 4/4 top decked as well. Should help close out the games early. This can be crazy paired with Harpooner Krauler turn 5. Play Krauler after control has destroyed a bunch of your creatures, swing in for a healthy amount haste on turn 5.

    My current legal pet favorite cards for bo1 are 4Light up the Stage and 2Grand Warlord Radha. Radha is also good with all of the pump spells I've mentioned previously.

    I see the possibility of a deck playing some 1 drop creatures: llanowar elves, Pelt Collector, maybe footlight fiend alongside a few of these crazy pump spells, haste creatures, and the new Vivien Planeswalker, or the older or newer Domri Walkers. Maybe even the older Vivien too!

    The fact that most of these haste creatures combo with Samut's Sprint by just becoming bigger is awesome.

    There is also Zhur-taa Goblin, a card I've looked at favorably before, but becomes much better with giant growth and/or samut's sprint.

    Pump spells are good with Direfleet Captain also, should that card remain viable.
    Posted in: Deck Creation (Standard)
  • posted a message on What I did with The Scarab God...
    There are quite a few possible additions to the deck to be had in this set. Not sure about the choice between Massacre Wurm and Demon of Dark Schemes. Flying is nice, but the wurm could end up doing a whole lot of damage over the course of a few turns...

    I really like the look of Liliana, Dreadhorde Master Extra card draw, more zombies, and make everyone sac. 2 creatures? I'm in, once the price drops.

    Ashiok Dream Render this card does too much to not look at. The opponents can't search their library part is well worth it. I'm always wanting cards that exile graveyards but also does other things.

    Gleaming Overseer not sure about this guy, but adding 2 zombie bodies for 3 mana is nice. You can start the draining of life away early. Giving your zombies tokens menace is also really nice too. I find we want our tokens to have evasion on them otherwise they are usually too small to attack with.

    Finale of Eternity are we going to be reaching the 12 mana to make this spell really worth it though? Probably not too often. Probably doesn't go in, but worth looking at.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Are that many people really spending money on this game?
    I don't know about this 50% of the cards for free thing, but there are ways to spend your gold more efficiently. One way to get more gold is to once a day, click on a 500 gold quest to cycle it to something different. You get a chance to cycle into a 750 gold quest instead. You can click one quest, once a day only. The most important thing I think is to not waste your wildcards. If you are trying to get all of those cards to play constructed, decide on a decklist before you start building it. I'd recommend cruising the deck building forums and/or youtube to figure out which decks are good. Spend all your resources to get yourself just one, good tier 1 deck. Mono-red and mono-blue are the easiest to build because they don't take rare lands and utilize many commons/uncommons, thus making them easier to put together.

    Once you have a tier 1 deck, try out the ranked ladder. It's easier/faster to put together a bo1 as opposed to bo3 deck as bo3 requires 75 cards overall instead of 60.

    I would only recommend using the pay to play constructed event if you can at least break even, or actually gain gold through wins. If you can't at least make your money back on average, it's probably not worth playing yet. Give it 2-3 shots. If you aren't breaking even after 3 entries, stop playing it, you'll waste your gold. Don't be afraid to check back in with the pay to play events if you go up in skill level or feel you built a better deck. Currently I am at a winning gold level with the constructed event so I'm mining it. I struck out with like 4 earlier attempts at it before though.

    After you have a tier 1 deck, use your gold to play the ranked draft in order to convert it to gems. I would recommend saving any gold you may earn now until the war of the spark draft is released. It takes a week or two after the set drops for them to offer the most current set available to draft for gold. You start building up gems, which you use for bo3 drafts, which are a bit easier to "go infinite" on. Don't be afraid to "rare draft" a card you know to be absolutely bonkers for a deck you want to build.

    By saving up resources for when a new set drops, you can ensure that you get MANY cards from the set. This in turn helps you fill up the vault, which is huge in terms of getting those precious wildcards. I have gone through the vault like 5 times since the open beta using mostly the method described. Once you have acquired basically all the commons/uncommons in a set, the vault starts to fill up quickly.

    If you don't have a deck that you really like and nets you at least 50% wins, spend your gold on packs instead of drafts. With the meta on the brink of changing in only 2 weeks, it may be smart to just save that gold and spend it on war of the spark packs to get to that first good deck.
    Posted in: MTG Arena
  • posted a message on I strongly suspect their is some deck-based matchmaking happening
    The basics of the product are good. All the fancy extra bullcrap/modifications they throw in is what ruins it. You should see the official MTG Arena forums under feedback. People are constantly complaining about the shuffler and the match up system being broken. I HATE the fact that they are OBVIOUSLY using the matchmaker in the ranked system. The RANK is what should determine your opponent.

    I honestly don't remember them using a matchmaking system like this for bo1 in the past. I was amazed at the diversity of decks I would play against. Those days have been gone for over a month now though. I'm getting back into online poker and considering Hearthstone if they don't fix this problem. Right now I'm playing just a couple of games a day to try and roll through my gold quests so I can draft.

    The limited environment is pretty good still I find. Also, you don't run into the multiple copies of the same card problem because most limited decks have only 1-2 copies of a card.
    Posted in: MTG Arena
  • posted a message on I strongly suspect their is some deck-based matchmaking happening
    I'm right there with you. I'm playing much less Arena these days. I had a couple of glorious weeks where I could take a pre-randomized text file of cards, import it, and get to play REAL games of Magic. Then they fixed that work around and it's back to the land pockets and multiple copies of the same card. IT WAS SO AMAZING to be able to play Arena with a truly random deck. Now I've had the taste and it's gone, playing Arena just sucks.

    I wonder if Wizards will ever fix this. I'm pretty skeptical as they still haven't done it yet, nor even admitted there is a problem. It's gotten so bad I've considered starting to play Hearthstone or something else entirely, something I haven't done in my 8 years straight of playing Magic.
    Posted in: MTG Arena
  • posted a message on Gruulggro
    Quote from lugger »
    Quote from Redirus91 »
    Im confused by "Shaman being good against moment of craving" So you bring in shaman against esper and esper sides in or leaves craving in against this deck? How is the card good against wilderness reclamation, or is it just that it is good against the deck? Im pretty sure I get what your saying, just clarifying.


    Immolation Shaman is good vs. Moment of Craving because it's an x/3. Esper will often board in Craving or leave them in, depending on their configuration.

    It is also good against Wilderness Reclamation if they're trying to Nexus of Fate you. Generally, they have to stick a Search for Azcanta and flip it for a hard lock. That's hard to do without getting Shaman off the table. They have to find a Blink of an Eye to bounce it off the table or kill you with Hydras and looped Nexuses. Basically what you do with the card is make them jump through hoops to kill you. They have a moderately high fail rate when jumping through said hoops.

    The Immolation Shaman dealing 1 damage when they activate Search for azcanta as a land is enough to hold it down? I guess my real question is, this only deals damage when activated abilities are used right? I feel like I've seen different wording on cards to mean the same thing, so I'm wondering if this is an oracle update or I'm remembering something improperly.
    Posted in: Deck Creation (Standard)
  • posted a message on I strongly suspect their is some deck-based matchmaking happening
    Add another layer to the tinfoil hat y'all.

    I just switched from Gruul Midrange to Mono-Red aggro. I see WAY more mono-red aggro, as a mirror match now. Additionally, I have noticed big swings in opponents when working on my Gruul deck. If I made enough changes to it, while also importing a new list as text, I would receive MANY new opponents. I though Merfolk were long dead! Uhh Until I put a "new" decklist in that is.

    I had 3 mono-red opponents in a row just recently in bo1 ranked. Many more besides that. My games are like 60-75% mono red right now. In addition, I keep seeing the Electro-static Wall version of the deck. This is probably due to the fact that it's better against the mirror, which you keep running up against in mono-red.

    I am absolutely disgusted with Wizards right now. They have denied the shuffler problem (see the threads in this forum pertaining to it), not admitted the match making going on in bo1 at the very least, and once I figured out a work around to the shuffler problem, the got rid of it on this most recent patch 3/27/19. BTW, they didn't mention the changes in the patch notes. They made the bo1 hand decider even worse by giving it a 3rd hand to choose from, and also choosing from 3 hands even after a mulligan as well.

    Hope this changes soon. I'll be writing to Wizards soon and you should too. They do try to cater towards their customers, eventually, after a ton of them have an outcry.
    Posted in: MTG Arena
  • posted a message on A million game study says shuffler is rigged
    I just went and made a separate thread for this "self-randomization" topic. I want to get as many people as possible trying this out, and it is a bit of a different focus. So, anyone who's testing out the "self-randomization" method, post about it here:
    https://www.mtgsalvation.com/forums/magic-fundamentals/other-magic-products/mtg-arena/807625-how-to-defeat-the-evil-shuffler-kind-of
    Posted in: MTG Arena
  • posted a message on How to defeat the evil shuffler! (Kind of)
    Well, many have suspected that the shuffler for Arena is not quite random. Looks like they were right, according to a huge study done by a statistician/programmer. Check out this other Arena thread for more on that:
    https://www.mtgsalvation.com/forums/magic-fundamentals/other-magic-products/mtg-arena/807120-a-million-game-study-says-shuffler-is-rigged?page=4

    Through some speculating and subsequent testing mentioned on that thread, we have determined that the card order of your deck list has a potentially huge impact on the hands you get. We are talking about the card order of the deck list when imported/exported, not the display you see on your screen in Arena.

    If you have already accepted the shuffler is broken, this thread is aimed at helping you "randomize" your deck before going into the shuffler, thus preventing the mana clumping issues normally found. Note that the more basic lands you have in a deck, the greater benefit you will receive from doing this. Even those without basic lands can still benefit however.

    Here's how you do it:
    Open "Decks" in Arena. Select your deck with a single click then click "Export". Open a word processor and paste your exported list. Notice how all the lands are at the top of the deck list, this is where the problem arises.

    Next, you must find the individual card numbers for basic lands that are standard legal print runs. For example, if you have 10 mountains in your deck list, you want each mountain to have a different art.

    Now that you have your individual land types for all the basics, you want to 'randomize' your list. Essentially, you create a deck list that is how you would prefer to draw the cards, from top to bottom. You want to avoid clumps of cards with all the same cmc near each other in the list for instance.

    Once your list is completed in text form, copy it, go to Arena and hit "Import". Select that deck to play with and you're on your way!

    Here is an example of my deck list in text as exported from Arena:
    4 Stomping Ground (RNA) 259
    2 Shock (M19) 156
    2 Viashino Pyromancer (M19) 166
    1 Mountain (RNA) 263
    2 Kraul Harpooner (GRN) 136
    3 Lightning Strike (XLN) 149
    4 Rootbound Crag (XLN) 256
    4 Goblin Chainwhirler (DAR) 129
    1 Mountain (RIX) 195
    3 Thorn Lieutenant (M19) 203
    1 Mountain (DAR) 262
    1 Mountain (M19) 276
    4 Light Up the Stage (RNA) 107
    1 Forest (M19) 277
    1 Mountain (DAR) 263
    4 Growth-Chamber Guardian (RNA) 128
    1 Mountain (DAR) 264
    4 Rekindling Phoenix (RIX) 111
    4 Unclaimed Territory (XLN) 258
    4 Gruul Spellbreaker (RNA) 179
    1 Mountain (DAR) 265
    1 Lava Coil (GRN) 108
    1 Mountain (M19) 273
    1 Mountain (M19) 274
    2 Grand Warlord Radha (DAR) 195
    1 Mountain (M19) 275
    1 Forest (M19) 278
    1 Skewer the Critics (RNA) 115

    I plan on further modifying my list in the future. You must keep in mind that a slot with 4 of the same card counts as those same 4 cards in a row when they go into the shuffler. All of your non-basic lands will be "clumped" together as 4 ofs as well. So you should count those as 4 lands in a row on the list, surround them with another 4 clump of cards.

    As a bonus, if you have a card that is printed in 2 different sets, you can break up that card type evenly between the sets, then split them apart in the list. You want to have as many rows to the list as possible to maximize the mix up.

    While this won't outright fix the shuffler, it does give you a much closer to random land distribution throughout the deck. Before the March 27th patch, it was possible to break up even the card groups individually and you didn't need to insert different copies of each basic land to do so. I can tell you, it was AMAZING how huge the difference was when I could use this method. Well, they changed that basically perfect work around so it no longer works. (If you import a 60 card list with 60 different rows, it will now automatically group all cards of the same type together, instead of preserving the list order.) I noticed the difference after only 10 games or so into the patch, when I exported my deck list to discover the change. THAT'S HOW OBVIOUS THE DIFFERENCE WAS! They did not mention the change to this function in their patch notes.

    Well, all we can do is spread the word, write angry emails to Wizards and hope they fix this broke ass shuffler soon.
    When you have done the research for your basic lands, and made sure that they import properly into Arena, please share them here to save others the work.
    Here are my 10 mountains and 2 forests that I looked up for anyone who needs them:

    1 Mountain (RIX) 195
    1 Mountain (RNA) 263
    1 Mountain (DAR) 262
    1 Mountain (DAR) 263
    1 Mountain (DAR) 264
    1 Mountain (DAR) 265
    1 Mountain (M19) 273
    1 Mountain (M19) 274
    1 Mountain (M19) 275
    1 Mountain (M19) 276
    1 Forest (M19) 278
    1 Forest (M19) 277
    Posted in: MTG Arena
  • posted a message on A million game study says shuffler is rigged
    Is anyone else out there practicing with a "randomized" list? I know a couple of people have mentioned it, but anyone else?

    Okay y'all, you can still break up the basic lands with a bit of work. As a preliminary test, I added a new mountain from dominaria, 6 copies of it, Mountain (DAR) 262. This did allow me to break up the basic lands into 2 groups. The list integrity was maintained after editing the list, then exporting it again.

    Essentially, you enter individual card numbers of basic lands from different sets until each basic land is a "different" land, at least in card # and set.

    So we can now break up the basic lands to spread them out through the deck list again. This should prevent the evil shuffler from giving you too many, or too few lands. If you happen to have the same card from different sets, like I do for Lightning strike, you can split the difference between the sets to get rid of a bit more clumping too.

    A lot of work, but it's CRAZY how much of a difference the evil shuffler makes when you don't pre-randomize the list. Since my list went back to grouping the cards together with the latest update, I keep noticing all of the card clumps and mana flooding et. It's so gross to go from playing real Magic back to the mana screwed version. I will take the time at some point to enter all 10 of my mountains and 2 forests into different card types so that my list can function somewhat more normally. It was so worth the time before the path. It will be worth the time after.

    It should be noted, once you have all the different land numbers in a list you won't have to go through all the trouble anytime you want to edit the list.
    Posted in: MTG Arena
  • posted a message on A million game study says shuffler is rigged
    I'm also back to the "draw 4 copies of the same cards after only seeing 10 cards out of the deck" bullcrap.
    Posted in: MTG Arena
  • posted a message on A million game study says shuffler is rigged
    An update on my gameplay, I basically IMMEDIATELY noticed a difference after the update. I was called to check to see if my list was still randomized after like 10 games? Less than 20 for sure. I could tell they had changed it, even without checking to see if they had changed it. I am now getting "Keep a 2 lander and don't draw any land for 5+ cards deep" and "4 mountains in an opening hand even though I have a majority of non-mountains in my deck" hands. I'm sure y'all are familiar with the unlikely scenarios you keep running into. Additionally, I'm now back to "either have too few lands, or way too many lands." On average, I'm at 50% or above for land count to total card count. It's disgusting and really disheartening to have "real Magic" for a couple of brief weeks, then go back to "let's benefit mono-colored decks Magic" for bo1.
    Posted in: MTG Arena
  • posted a message on A million game study says shuffler is rigged
    Quote from Algernone25 »
    I'm curious what you mean, because when I exported my pseudo-randomized decklist to notepad, it was still in the same psuedo-random "cards added" order.

    I also want to ask a dumb question: how does WotC benefit from having a clearly broken shuffler? The debacle was on the front page of Reddit, Chris Clay (the effective Boss of MTG Arena) was pinged multiple times in that thread. Wizards absolutely knows of the shuffler weirdness. And a lot of the players know that WotC knows. They can't ignore it at this point, and it's in their obvious self-interest to fix it.

    You are asserting that Wizards is deliberately not fixing the shuffler they know is broken. This means that either A) It's in WotC's best interests to not fix the shuffler, or B) WotC is deliberately acting AGAINST its own best interests. So here's my question to you: Which do you think it is, and why?

    Personally I would have very much appreciated at least a note that they're looking into things, and I'm a little concerned that there isn't one. Just because Artifact, once heralded as the game that would kill magic, has ceased to exist (their own numbers show less than 500 active players per day) doesn't mean Arena shouldn't keep being great.


    To put it simply, and none too flatteringly, they probably don't care much. If Arena is making them money, and obviously it is, they're clearly not very interested in putting out a well-balanced product. Arena has a huge list of issues right now and not one of them has been addressed. The UI, for instance, is in massive need of an overhaul purely for clarity. The amount of things that do not work properly, either due to straight-up error (abilities not firing) or cruft on screen (try targeting multiple cards, or even one with keywords, where your card is blocking the right side of the screen, the arrows are in the way, and the reminder text on the abilities makes it impossible to see the card you're targeting). Instead of fixing that, they add the laughably overpriced Guild bundles that are so chintzy that they only give you some card styles, and not even any copies of the cards themselves. For $20, you get a few styles and sleeves, but no actual cards.

    That alone shows they have no interest in creating an introductory product here, or a valid replacement for MTGO. They want only cash, and are charging pretty crazy prices for anything in-game. The game has no decent tutorial for new players. The UI is actively harmful to learning and playing the game. Building a decent card pool requires a lot of grind, which isn't itself a crime, or a huge expense, which when combined with the former is definitely a black mark.

    I play Arena because it's fairly popular to stream and it's a way to keep sharp, practicing the game every day. I won't spend money because I won't support the insanely greedy practices WotC is showing here—and I used to think that Blizzard was bad with Hearthstone! Certainly I wouldn't recommend this game to new players, and Wizards needs to be told the many things they are doing wrong. Hopefully they can fix it and make Arena into something great. Right now, I definitely would not classify it as such.

    Thanks FossilFirebird. Algernone, given your "black or white" logical fallacy, I'll go with A) it is in their best interests not to fix this, at least soon enough. They obviously do not have enough competent programmers and are unwilling to hire new programmers, or more programmers. Also, instead of something as simple as "We are updating the shuffling algorithm soon" they are still in an official denial that there even is a problem. I laid it out pretty clearly, either they are EXTREMELY INCOMPETENT, or THEY ARE USING THIS TO MAKE MONEY. In honesty, I don't know one way or the other, but it must be one in this case. What is clear is that THEY ARE OBVIOUSLY TRYING TO HIDE THIS because they did not mention the changes in the patch notes that directly affect this problem. In fact, THEY MADE IT HARDER GET A RANDOM SHUFFLE OUT OF YOUR DECKLIST. That's pretty strange if their goal is to provide a fair game to all who play.

    Additionally, I've already explained why this could be monetarily motivated in a previous thread. While "rewarding" players who spend money won't make them spend more $, "punishing" players who don't spend enough money WILL get people to spend more $. (Those people will be motivated to buy new decks/cards et.) I'm not saying it is 100% for certain.

    The way things changed is that I used to have a 60 individual card list with everything splayed out and the land "randomized" in the list. It helped fix the shuffler in a huge way, to the point where it felt like I was playing real Magic again. Now that I can't fully "randomize" my list, I once again notice the bull***** hands they keep giving me. If they know that making a randomized list FIXES the shuffler, then take the text file or whatever, then randomize it before hand, THEN send it through the shuffler. This really shouldn't take that much work from a programming standpoint. Just "shuffle" the deck once or twice (or however it's done) THEN decide your hand. Instead, they took away the option to fix the shuffler on your own. That is just a very damning piece of evidence that they are up to no good, especially because they changed something (to make the problem even worse) and they didn't mention they changed something, nor that "an update to the shuffler" was coming.

    That's all it would have taken in the patch notes: "An update to the shuffler planned for next Arena update." As Firebird pointed out, they made sure that they had a new way for people to spend money on the game BEFORE they fix A CRUCIAL PROBLEM.

    I'm glad to hear that people are getting fired up on Reddit about it though. Wizards tends to fix problems if the multitudes scream in their face about it. We must become the multitudes. It's absolutely disgraceful that they are hosting official Arena events with a "beta" but more like "broke ass" program. If they at least weren't putting prize money on the line, they might have some tiny out, but they don't. Disgraceful.
    Posted in: MTG Arena
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