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    posted a message on Combo Masters
    Quote from Manite »
    I could see a Combo Masters product having cards like Splinter Twin, Bear Umbra, and Panharmonicon. But, rather than a set full of just reprints, what if they did a supplemental set dedicated to combos, much like Battlebond was dedicated to 2HG?

    But I thought Hasbro regretted Urza's block?

    EDIT:
    Skimming back through those sets. I can't even joke - they were just so, so good.
    Posted in: Baseless Speculation
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    posted a message on Ultimate Masters - common & uncommon wish-lists
    Same thing I pray for with every reprint set:
    Pauper-legal Ajani's Pridemate
    Posted in: Baseless Speculation
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    posted a message on Need a nudge in the right direction..
    You'd probably be okay with the big Eldrazi and even the bomb 6-drops, as long as you keep their enablers in check. Like Grave Titan isn't unfair if it comes out through natural land drops on turn 6-8, and is even probably fine if you burn some resources to play it Turn 4 off a Diabolic Servitude, Dark Ritual or Worn Powerstone, just be careful with effects that outright disregard normal Mana limits.

    I won't speak for LayShade, but when I talk about tuning Mana curves, I'm not as worried about the mean as the skew - I want more spells that can be cast/cycled/suspended/evoked at 2 Mana than 3, more at 3 than 4, and more at 4 than 5, with as few as possible over that.

    Then, the harder part is tweaking & making sure that same curve is present and appropriate within my archetypes.

    The easiest way to test is just to do some drafts - actual or simulated - and see what cards your decks want, and what kinds of cards they flood out with.

    Some examples I waste a lot of time with:
    -4 drops: These slots are insanely competitive; it's easy to overload on any of them, but a lot of the time, a good card needs to be replaced with a worse one at a lower cost, or for a different style of deck
    -Aggro high-drops: Most aggressive decks want one 5 Mana spell at most. No need to dedicate more than 1-2 EDIT:Aggro 5-drop slots/color. Cards over 5 Mana that want to be aggressive need to be handled deliberately
    -"Cheat" targets: There's a balancing act to have enough uncastably expensive fatties to reward your ramp/reanimate/etc drafters, but not enough to weigh down other players' decks
    -1 drops: Almost every one is a low-impact card that transfers badly to other archetypes. But without maintaining enough to keep aggro healthy, cube turns into a draw-based mid-range slugfest.

    Edit: All these are super subjective, and vary a lot by your goal. If you want to play up tribal synergies, Millstone strategies, etc., you'll probably want more tribal-based aggro, and more expensive/less impactful ramp and reanimation targets

    Edit2: ^Thanks for the callout! But as a quick disclaimer, I haven't gotten around to sorting my main 540 on cubetutor, so the analysis results are a little funky
    Posted in: The Cube Forum
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    posted a message on New to magic, is my deck any good?
    If everyone else is playing budget decks with a lot of basics, Blood Moon could easily be a $200 playset of 3-mana Darksteel Relics
    Posted in: Magic General
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    posted a message on Ultimate Masters & Box Topper Promos + PSA regarding sealed Box Topper Boosters
    I like how TtB knows exactly what you're using it for.


    Like Nahiri 2.0's Eldrazi-specific synergies
    Posted in: The Rumor Mill
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    posted a message on
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    posted a message on Need a nudge in the right direction..
    I would hesitate to add Mill, Infect or Storm cards that don't win the game on their own or contribute to a more general strategy.

    Those are almost always terrible - both for the decks trying to build around them, and for the other players who would otherwise see more usable cards in draft

    Edit: Likewise for cards with other parasitic mechanics like Lys Alana Huntmaster or Darksteel Forge that only do anything in one specific deck. Thief of Sanity, Imperious Perfect or Bosh, Iron Golem are examples of thematic cards that work in multiple decks while supporting a specific Mill / Tribal / Artifact plan - they have an archetypes where they do a lot, but they can also be jammed in other decks and do something. The less all-in a strategy is, the better it is for a draft environment
    Posted in: The Cube Forum
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    posted a message on Anyone want to see Tournament Packs make a comeback?
    What I don't understand is why you think that's a bad thing. Manufacturers bend over backwards and spend tons of money to "compete with themselves." Hasbro wants more products taking up shelf space, and if the long-term consequence is printing and shipping fewer tons of commons, I'm sure they're not going to complain.
    Posted in: Magic General
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    posted a message on Anyone want to see Tournament Packs make a comeback?
    That point doesn't make sense here or in the other thread.

    WotC isn't going to be put out if they get the same amount of money while printing/packaging/shipping fewer pieces of cardboard.

    They're not losing anything "competing with their own product line"; they're trying something that would apply a hatchet to their operating cost.
    Posted in: Magic General
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    posted a message on Need a nudge in the right direction..
    I would skip the common, cycling and maybe tri-colored lands. What your cube looks like now - and what it sounds like with things like Sol Ring coming in - is a real power gap between cards.

    That's normal to an extent - in a vacuum Jace, the Mind Sculptor or Wurmcoil Engine and Jackal Pup or Pestermite aren't even close to the same power levels - but they're normalized because those bad cards are part of combos or archetypes where they contribute something important to the game plan.

    Right now, your list has a lot of cards that aren't good enough to make retail draft decks, and that don't really have decks for them. Supporting aggro at 360, I want a minimum 5 attacking 1-drops in aggressive colors and at least 10 attacking 2-drops per color. My highest priorities would be shifting the curve down to center around 1-3 mana slots, getting the downright bad cards out ASAP, and then evening out the guilds - I'd give 2 cards per color pair to start, and adjust by taste afterward.

    Shocks and checklands are a solid mana base. With the exceptions of ONS/KTK/ZEN fetches and Alpha-Beta duals, you'll get declining benefits from land slots once you have those full cycles, so I probably wouldn't touch lands after that until your colors themselves are better balanced
    Posted in: The Cube Forum
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