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  • 1

    posted a message on [Primer] UWr Midrange
    You might be right about that, but that thread seems very hostile compared to this one. I haven't seen anyone yet bring up the 4x list there but there has been some discussion here on it. Most pilots of the deck have labeled it Jeskai midrange but I can take the discussion elsewhere if need be.

    T-hulk is a good suggestion. It might be a better creature to help protect Quellers through flashing back Cryptics.
    Posted in: Midrange
  • 1

    posted a message on [Deck] BR Vampires
    It seems like Heir of Falkenrath is a strict upgrade to Olivia's Dragoon in your list.
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on Dredge
    This new Haunted Dead card seems like a great substitute for Stitchwing Skaab, giving all the same benefits of triggering Amalgam, but helps to keep the deck in Jund colors.

    Take a look: https://www.reddit.com/r/magicTCG/comments/4qfxil/haunted_dead_and_ingenious_skaab/
    Posted in: Combo
  • 2

    posted a message on [Deck] BR Vampires
    I've been testing a list similar to @Gus07's for the past few weeks on Xmage and in paper. It seems very solid so far with many matchups being 50-50 or better. I have yet to find a MU that feels unwinnable. Here is the list:



    Here is the breakdown of decks I've played so far.
    Scoreboard: 15-4-0
    Decks beat: Primal Command, RW Prison, Jund, Abzan, Naya Burn, Zoo, UB Thopters, U Tron, Affinity, GW Midrange, GR Land Destruction, RG Tron, B Tron
    Decks lost: GW Tokens, Mono Red Burn, Boros Burn, Ad Nauseum

    The burn MU seems good in theory, with 8 post-board lifelinkers, but it still hasn't been easy. What I've found so far is that the deck plays like Jund, but with a better clock and less controlling elements. 8 lords feels like a good number. Stromkirk is amazing in the aggro MU, and Nocturnus can steal wins easily. Indulgent aristocrat is still great, but he only really shines in grindy games and burn. I'm hoping there is at least 1 more lord that will be printed in the next set to replace 1 of the Indulgents. Blood moon really pushes this deck into the competitive range, it is definitely a must for the sideboard.
    Posted in: Deck Creation (Modern)
  • 2

    posted a message on [Primer] Jeskai Control / UWR Control
    Quote from TappingStones »

    Also none of the "math" that was quoted actually checks out. You don't run Serum Visions so that you can cut lands. You run SV to help find cards you need. Sometimes land, sometimes spells. It doesn't have a land cutting effect. And as was already said in Nahiri builds(and SV) builds having MORe land is better because you can loot them away or scry them away. Having too few lands, for example no blue source or your SV gets Thoughtseized, IOK, etc. Is unnecessarily risky.


    You actually can cut a land for each playset of cantrips that you run, even if that is not why they are used. I did a pretty in-depth analysis of how Serum Visions changes your land drop percentage. Here was what the result:
    "Running 3 Serum Visions increases your percent chance of hitting land drops 3-4 on time by a more than 4-5%. A full playset of remand increases your chances by about 4%. Each land increases this percentage by 3-4%."

    I did it for 3 Serum Visions in a deck, but you can guess what 4 does. The full write-up is in the UWR Midrange primer on page 192.
    Posted in: Modern Archives - Proven
  • 1

    posted a message on [Primer] UWr Midrange
    Quote from TheAller »

    Edit: by the way, for Delver decks, I think there's something your model doesn't account for: mulligans. If you run a Delver deck with 0 cantrips, you can't keep a one lander. You need to mulligan. But you can keep a one lander with Serum Visions. So cantrips increase the number of keepable hands. This however isn't true for our Geist deck. 'Cause, at least IMHO, you can't keep a one lander, even with Visions in it. This deck still needs 2 lands in the opening hand to work.


    My model can't account for the scry part of the mulligan, but it can account for mulligans otherwise. It would just decrease your cards drawn by the number of times you mulliganed. But now that we know the percentages, you are still ~90% likely to hit two lands by turn 2, which is much higher than a Delver deck.

    Quote from Rutherjc19 »
    So I've been lurking for quite some time... and I think I'm finally making the switch over to midrange. I was trying to go a prowess/tempo build, but my meta is very competitive, and honestly it gets eaten alive Lol so I hope this thread is active, because I'm going to have a lot of questions and want a LOT of feedback Grin


    Welcome Rutherjc19! I remember seeing you around the Jeskai Prowess forum. I made the switch to midrange a few months ago and haven't looked back.
    Posted in: Midrange
  • 3

    posted a message on [Primer] UWr Midrange
    I’ve come up with a good statistical model of how Serum Visions and Remand affect a deck’s ability to hit land drops. This was a fun problem to work on, I hope it helps and makes sense. If you want to skip to the results, go straight to the TL;DR section.

    Derivation
    First off, It’s very straightforward to figure out how likely you are to draw a certain number of lands by a certain turn. You can do that simply with combination operators:

    P(landsDrawn, cardsDrawn) = C(landsDeck, landsDrawn)*C(60-landsDeck, cardsDrawn-landsDrawn)/C(60, cardsDrawn) [1]

    Where C(n,k) is the combination operator, landsDrawn is the number of lands you have drawn, cardsDrawn is the number of cards you have drawn in the course of the game, and landsDeck is the number of lands in your deck. This is useful information because it can tell you how likely you are to hit a certain land drop by a given turn. For example, if Deck A runs 22 lands, it is 87% likely to hit the second land drop by turn 2. If Deck B has 24 lands, it is 91% likey. Checks out so far.

    Serum Visions and Remand have some effect on these percentages because they act as cantrips and SV lets you scry 2. Before we start on how these affect the probabilities, let's list the basic assumptions:

    1. You always cast both cards if you draw them
    2. You always scry non-land cards to the bottom of your library and you always leave scryed lands on top

    Without these assumptions, modeling their effect on lands drops would be much more difficult. With the first assumption, our model only really becomes useful after turn 2, since we need 2 mana to cast either card. We’ve already seen that both Decks A and B are likely to do this, so let’s move on to the effect of each card.

    Serum Visions effectively acts to thin out your deck. It’s a cantrip, so you automatically draw a card, but by assumption 2, you will also move non-land cards to the bottom of your deck. For example, if you cast SV and scry into 2 non-land cards to the bottom, you will have thinned out your deck by 3 cards total. If you scry into 1 non-land card and 1 land card, you will have thinned out the deck by 2 cards. In the math, this modifies the number of cards in your deck:

    Cards in Deck w/ SV = Cards in Deck - (Probability of Drawing SV)*(SV Thinning Function) [2]

    Where,

    SV Thinning Function = (1 + Chance of Scrying into two lands + Chance of Scrying into one land) [3]

    The probability of drawing serum visions can be solved with Equation [1] by replacing some variables. The equation for SV Thinning Function is a bit more cumbersome to type out, but follows the logic stated above and is a function of lands in deck, lands drawn, cards drawn, and cards in deck.

    Remand is much easier to account for, since it is a simple cantrip. You will always draw just one card when it is played. This also modifies the number of cards in your deck:

    Cards in Deck w/ SV and Remand = Cards in Deck - (Probability of Drawing SV)*(SV Thinning Function) - (Probability of Drawing Remand)*(1) [4]

    Both Serum Visions and Remand also increase the number of cards you have drawn in a game. Subsequently, in the math the probability of drawing either card has to be added to the number of cards drawn in a game:

    Cards Drawn w/ SV and Remand = Cards Drawn + (Probability of Drawing SV) + (Probability of Drawing Remand) [5]

    (Side note: This last formula is actually a bit tricky, because it is recursive. The probability of Drawing SV and Remand increases with the number of cards you have drawn, which increases based on your percent chance of drawing either card, which increases with the number of cards you have drawn... etc. We would need to use an iterative method to solve this, but for simplicity we will just use the first term)

    If we substitute Equation [4] and [5] into Equation [1] for the value 60, we have a function that tells us how often we will hit a land drop based on the number of cards drawn, lands in deck, and if we are running SV or Remand. Awesome!

    TL;DR
    So what does this mean? We can input some additional information to compare Decks A and B:

    Deck A: contains 22 lands, 3 serum visions, 4 remands
    Deck B: contains 24 lands, 0 serum visions, 4 remands

    We already know that our model is only useful after turn 2, so let's look at how often both decks can hit their third land drop by turn 3, on the play:

    Deck A: 80% (as opposed to 72% without SV and Remand)
    Deck B: 83% (as opposed to 79% without Remand)

    How about the fourth land drop by turn 4, on the play:

    Deck A: 65% (as opposed to 54% without SV and Remand)
    Deck B: 69% (as opposed to 63% without Remand)

    All of these percentages go up if you are on the draw.

    WayTL;DR
    Running 3 Serum Visions increases your percent chance of hitting land drops 3-4 on time by a more than 4-5%. A full playset of remand increases your chances by about 4%. Each land increases this percentage by 3-4%. This analysis was strictly based on how these cards affect land drops, they obviously have their own very useful abilities. What we did see is that if you are running 4 cantrips, they will have the same effect on land drops as a single land would. This is why delver-style decks can get away with running a fewer land than necessary. Any less cantrips than that shouldn't be considered as having a significant effect.

    For those interested, I have the calculator programmed in Mathematica. I can look into making some sort of web based form of it.
    Posted in: Midrange
  • 1

    posted a message on [Primer] UWr Midrange
    Quote from TheAller »

    There must be something wrong with the model. The results on Delver decks show it better than the result on our deck. 10 cantrips + 18 lands is not the same as 0 cantrips and 19 lands. It just can't be.


    You are totally right, the results surprised me as well. I've played with SV in the past and it did seem to do more work with hitting land drops than 1%. I think I made one error in my model and will be correcting for it once I get home. I need to be adding the probabilty of drawing SV and Remand turns 1 and 2 into the "Cards Drawn" variable. I'll let you know once I've edited the post above.

    EDIT: Fixed the math in my equation above, sorry for the confusion. @TheAller was definitely correct that something wasn't quite right. With the fixed maths, the results show that 4 cantrip cards are equal to a single land in terms of hitting land drops. Thanks for tuning in and I hoped you find the information useful!
    Posted in: Midrange
  • 1

    posted a message on [Primer] UWr Midrange
    Quote from TheAller »

    Why would you run TiTi as an anti-aggro card when there are so many better anti-aggro cards out there?

    Me I have 2x Timely Reinforcements and 2x Anger of the Gods. I also have 2x Stony Silence and 2x Celestial Purge. This together with the usual maindeck package (Path, Bolt, Helix, Electrolyze, Snare) is enough to be above 50% vs aggro.


    Because TiTi can win games after it sweeps the board. It fixes the one problem our deck has when playing the control side - closing out games. I tested with this card all weekend, and it makes the aggro matchup closer to 70% when played with 3-4 in the deck. It is a bad card when there is plenty of spot removal, but that's why it is a great compliment to Geist.

    I'm not saying to not run Timely Reinforcements and Anger of the Gods, they are both great cards. But, try running 1x Anger, 1x Timely, and 3x Titi in your sideboard and you will not be dissapointed.
    Posted in: Midrange
  • 1

    posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    The biggest downside that I can see to Thassa, God of the Sea is that she doesn't trigger prowess herself. Her scry ability may more than make-up for that drawback. It seems like the new Slip Through Space is the top contender for Jeskai Prowess decks, since it works so well with both Abbot of Keral Keep and Geist of Saint Traft.

    Since we're on the topic of cards that haven't been discussed in a while, how do you guys feel about Meddling Mage in the current meta? I am thinking of using it as a sideboard card against Tron, Scapeshift, Ad Nauseam, and maaaaybe Eldrazi decks. I have two mainboard Grim Lavamancer that are fairly ineffective in these match-ups, and Meddling Mage seems like it may be a good sideboard swap. Our decks use a decent amount of knowledge cards (mine uses 4x Gitaxian Probe and Mishra's Bauble), so I feel like he has enough support cards. Does anyone have good experience with this card?
    Posted in: Deck Creation (Modern)
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