just paid $40 cash for a jace at my LGS. i'm quite pleased to say the least. i'd also like to share my double nahiri pull from 4 packs bought at target this past weekend. however, they were pulled from different parts of the store. 2 packs from the toy section, 2 near the registers. 2 nahiris.
so i started off with:
1 legends @ 180
5 alliances @ 20
10 mm2015 @ 10
legends had chain lightning
alliances had fow
mm2015 had chrome mox, bitterblossom, eldrazi temp, foil twin... and some other junk
sold it all back to the store + $20 for their last legends pack.
teleport--- thee end. was a lot of fun though =]
wb weenies
basic plan is to get delirium asap. i'm now a fan of the shard of broken glass. everything becomes a beater. mid game i can usually lock them down w/ the constables.
UB tempo
i was giving the black vessel a try... so shh. it just ended up getting sided out every game for gisas bidding (wish i had both main deck!). the ghostly wings are what made this deck viable. giving me an outlet for madness on their turn... bouncing a guy + stealing another or making 2 zombies was huge. jace showed up a few times to help out, but not as much as i'd like.
4x Phyrexian Rager
1x Serendib Efreet
1x Phantom Monster
1x Wake of Vultures
1x Screeching Skaab
1x Man-o'-War
1x Gravedigger
1x Prowling Pangolin
1x Giant Tortoise
2x Silent Departure
2x Memory Lapse
1x Counterspell
1x Gaseous Form
1x Fact or Fiction
1x Night's Whisper
1x Innocent Blood
1x Eyeblight's Ending
1x Urborg Uprising
1x Animate Dead
8x Island
7x Swamp
1x Dismal Backwater
4-0 in a 9 man pod.
p1p1: serendib
p2p1: animate dead
p3p1: fact or fiction
by the middle of pack 1 i had 3 ragers. i was excited thinking i was going to get atleast three more, but i didn't see my forth rager until middle of pack 3. i wasn't too happy about the screeching skaab, but i needed the two drop. i would have preferred another tortoise.
most games played like so:
t2: memory lapse
t3: rager
t4: silent departure + rager
t5: flashback silent departure
my toughest opponent was GB elves who pulled a mana crypt. game 1 he drew it turn 3...then started spewing out two elves a turn. just too much too fast. game 2, once again he had it early (turn 2 or 3). the game was close as he died to his mana crypt with me at 4 life (and potentially one more turn if he didn't have removal). game 3 he drew into a land clump early and i just bounced/memory lapsed everything he tried to do.
4 phyrexian ragers
2 memory lapse
1 counterspell
2 bounce spells (the flashback one)
1 manowar
1 gravedigger
1 uprising
1 serendib/phantom monster/3/1 black flyer
the only deck i had trouble w/ was elves (but, he had a mana crypt). went 2-1 against him, and 2-0 everyone else. the memory lapse is key.
your best two drop is memory lapse if you're on the draw. then turn three you drop a rager. turn 4 you bounce whatever they drop, then drop a 3cc guy. turn 5... flashback bounce.
i want to emphasize how good Counterspell is in this format due to the power level of the cards being quite high. I recall when drafting a lot of 7th edition on modo how bad counterspell was..... because all that was worth countering were some bomb rares. (although remove soul was good.)
1: uncaged fury
calculate the power of their highest guy + uncaged fury... if it puts you to 3 or less, play as if they have it
2: Voldaren Duelist
he seems to show up at the worst times. if you've seen him game 1, play as if they have him the following games.
3: dance of the devils
easiest to play around because it's usually obvious when they're packing it. i will still attack into it by offering only one guy for them to kill (usually the lone attacker)
how about you?
3-0 (2-1,2-0,2-0) in mtgo 8-4
p1p1: sinister concoction
p1p2: relentless dead
p2p1: to the slaughter
p2p2: under the floorboards
p3p1: dead weight
round 1 wolves gave me a little trouble. got me down to 2 in the final game by stealing my necropod and swinging w/ the disposable 4/5 artifact and firebreathing wolf.... was at 14 w/ a downyard to block and he had one red untapped. made the proper block.
round 2 black/white w/ some madness... just overwhelmed him w/ the necropods and removal
round 3 .... g/w had the mythic 4/5 flying chick... no match for the pods and grotesque mutations.
yea this was my initial idea... but i'd be cooler executed in person.
that's a good idea. no shuffling needed if they're not looking at their deck.
-4 players
-2 separate copies of two different decks (4 decks total)
-arrange decks so the shuffle order is identical to it's copy
-begin 2 separate matches using the identical decks, in identical order
film the results, analyze the different decisions made by the players.
what do you guys think?
both on the left are beta..
right are sharpee
my first dilemma is how to approach checking lands (specifically duals) for proper mana to cast nth spell. i'm leaning towards having all colored permutations of mana available for that land state stored persistently .... or checking for available mana on the fly given nth spell's casting cost.
eh i'll figure it out as i dive in. more fun.