Get over it and learn to be more careful with your possessions?
Troll warning issued. -Xen
- BeRsErK293
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plaguezombie posted a message on I'm having a hard time finding others to date with my same values.You should try dating this person-Posted in: Real-Life Advice
http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=191321&type=card -
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Surging Chaos posted a message on [[Official]] Current Modern Banned List Discussion (Next announcement: 4/29/13)Posted in: Modern ArchivesQuote from fnordData.
It's not whether T3 wins are possible with a god hand. Rather, it's a question of whether they occur often enough, as well as whether the deck gets played enough for them to care.
They have much more detailed data on this than we do, as they can look at MTGO and determine the exact percentage of the time a deck wins on T3.
I just asked Aaron Forsythe on Twitter why Infect and Pod decks aren't subject to the "no kills before turn 3" rule, and he basically said that just because a deck can goldfish a turn 3 win doesn't mean it's always going to win on turn 3 with some sort of consistency.
So it looks like this was the case. -
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Jabberwockywbb posted a message on So, I'm kind of hating myself for doing the right thingPosted in: Real-Life AdviceQuote from TranquiloWhy don't you just go to a hooker and get done with it?
Going out on a limb and gonna say Brazillian Prostitutes >>>>>>> US Prostitutes. - To post a comment, please login or register a new account.
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Legacy isn't dying, attendance numbers prove this fact
Legacy has a high barrier to entry and a low maintenance cost. Some people can afford it, some are willing to afford it, and others can't and aren't.
Using data for the price of most Legacy staples over a long span of time, the card prices are generally stable, and even appreciate sometimes. This is much different than standard.
The majority opinion within the community is that Legacy has a diverse, fun meta-game currently.
Does this sum the thread up? I don't think there's anything anybody can really add to this, and every point is pretty much irrefutable. Time to let this argument go, it's just not true as of now.
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Get a better, more reasonable perspective and stop spamming these useless threads. There is nothing productive or informative to these discussions.
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First of all, here is my list:
4 Time Spiral
3 Turnabout
3 Candelabra of Tawnos
4 Brainstorm
4 Ponder
3 Preordain
4 Merchant Scroll
2 Meditate
1 Intuition
3 Cunning Wish
1 Blue Sun's Zenith
4 Force of Will
2 Flusterstorm
1 Flooded Strand
1 Polluted Delta
2 Misty Rainforest
2 Scalding Tarn
12 Island
1 Meditate
1 Pact of Negation
1 Flusterstorm
1 Hurkyl's Recall
1 Rebuild
1 Wipe Away
1 Snap
1 Echoing Truth
1 Surgical Extraction
1 Brainfreeze
1 Blue Sun's Zenith
1 Slaughter Pact
2 Defense Grid
I'll get back to discussion on my list after my results.
When I play High Tide, I keep two columns in my notepad: spell cast, and mana after casting. I use short hand so I find it's about as fast as using dice, with the added bonus of being able to backtrack for judges. It enables me to keep very accurate game details for future tournament reports too. Here's how the tournament went:
Round 1:
Record: 0-0-0
Opponent: Blue-Red Delver
My opponent was a younger guy still in high school. He had all the cards he needed, but had never played against hide tide before.
Game 1:
I go off turn 3 at 8 life with High Tide-->Turnabout-->Time Spiral into Brainstorm-->Candle-->Candle-->Meditate capped off with a Cunning Wish-->Brain Freeze. At this point I had seen my opponent play Brainstorm, Daze, Force of Will, and Volcanic Island so I wasn't sure what exactly he was playing.
Game 2:
Sideboard: -2 Flusterstorm, +2 Defense Grid (more on this later)
He lays down really fast beats and counters my attempt to go off turn 4 before I die.
Game 3:
Sideboard: same
I go off turn 4 at 8 life with High Tide -->Time Spiral (forced his force) into the nuts. He was a nice guy, and I showed him what he should have tried to counter along the way. This was the type of match I won simply for having the surprise factor, which can be huge.
Record: 1-0-0
Opponent: Tendrils
Game 1:
I go off turn 3 with High Tide-->Candle-->Time Spiral. Finished with Cunning Wish for Brainfreeze. I believe that my opponent kept a slow hand. I cast Flusterstorm on a turn 2 Duress.
Game 2:
Sideboard: -1 High Tide, +1 Flusterstorm
I mulligan to 6 while unbeknownst to me my opponent has his god-draw. He can go off turn 1, but he waits until turn 2 so he can back up his combo with an Orim's Chant. I have 1 Force of Will, and looking back I should have forced the Orim's Chant but I didn't know that he was going to play Diminishing Returns. I was being greedy and hoping that he would fizzle without me casting Force of Will. He may have still won, but my incomplete knowledge of the meta contributes to this loss.
Game 3:
Sideboard: same
He keeps an incredibly slow hand with a lot of disruption. At one point, he casts a Duress on me with Force, High Tide, Force, Land, Brainstorm, Time Spiral in hand. Instead of forcing it pitching Brainstorm, I brainstorm, hiding Time Spiral and High Tide. He takes the Force anyways, meaning I came out of that 1-1 instead of 2-1. Turn 4 I cast a good ol'fashioned High Tide-->Time Spiral. He tries to Orim's Chant me post Spiral but I Force it.
Round 3:
Record: 2-0-0
Opponent: Esper Stoneblade
Game 1:
I go off turn 4, starting High Tide-->High Tide-->Cunning Wish (for ??), untap 3 with Candle-->Time Spiral. Didn't know what he was necessarily playing yet.
Game 2:
Sideboard: same
He opens with early disruption. Thought Seize, Snapcaster-->Thoughtseize, Surgical Extraction-->High Tide. I didn't know what he was playing so I didn't board out a high tide (I think I saw 1 Island and a Force pitching Spell Pierce during game 1), so that was pretty much game.
Game 3:
Sideboard: -1 High Tide, -1 Flusterstorm, +2 Defense Grid
This game goes long, us trading counterspells and filtering cards. I end up with 6 Islands and a candle with High Tide and Time Spiral in hand.
At the end of my turn (turn 0 of time limit) he casts Vendilion Clique taking Time Spiral, I draw Cunning Wish. He attacks me down to 9. I untap and draw Time Spiral! I go High Tide-->Cunning Wish (Pact)-->Time Spiral (Pact countering force)-->profit. My opponent knew that I had drawn both Cunning Wish and Time Spiral and was speechless (but a good sport).
Round 4:
Record: 3-0-0
Opponent: Maverick
This match doesn't deserve too much attention. Game 1 my opponent keeps a triple Swords to Plowshares hand and scoops at Time Spiral. Game 2 my opponent scoops shortly into my combo. As much as I like to do well, I like opponents who display good sportsmanship more.
Record: 4-0-0
Opponent: RUG Delver
Before this round, I figure out that a win grantees round 6/7 draws into top 8. My tie-breakers are awesome as I'm seated at the first table.
Game 1:
My opponent mulls to 4 with no lands. I take my time and amass 5 lands to make sure I don't fizzle easily. I like to Blue Sun's Zenith kill mystery decks in case they're running Emrakul.
Game 2:
Sideboard: same
I mulligan to 6 and keep an iffy hand. I realize what he's playing as he puts a quick clock on me. I attempt to go off at 7 life with High Tide-->Candle (Force countering his Force)-->Meditate, but I whiff. I'm dead next turn.
Game 3:
Sideboard: -1 Flusterstorm, +1 Pact of Negation
He puts fast clock on me again, and I believe I mulligan to 6 again. I try to go off at 4 life on turn 4. At the beginning of my upkeep he casts Ice on one of my Islands, I tap in response and cast High Tide (he is making me go off or die). He tries to Force the High Tide, but I have a Force backup. I draw and cast Turnabout, and he Forces it (he drew Force off of Ice!). This guy was a good player and this was a tough match-up. It was very fun though.
The tournament has come about that 5-1-1 won't make the cut. I'm not going home yet.
Record: 4-1-0
Opponent: Enchantress
Game 1:
Opponent mulls a lot and doesn't do much. I see Savannah before I go off. I put him on Maverick.
Game 2:
Sideboard: -2 Flusterstorm, +1 Snap, +1 Wipe Away
My opponent goes turn 1 Savannah, Wild Growth. Say What? The game develops with him playing enchantments and drawing cards while I sculpt my hand. He drops multiple Leyline of Sanctity and 1 Sterling Grove and remarks that I should concede because I couldn't get out of it. I reply that I'll just need a lot of high tides, that's all. A full-blown combo with Merchant Scroll-->Wipe Away, Cunning Wish-->Echoing Truth would have done the trick, but he eventually drops the second Sterling Grove before I get there.
Game 3:
Sideboard: -1 Snap, -1 Intuition (useless with Leyline of Sanctity in play), +1 Echoing Truth, +1 Meditate
I'm on the play and I decided I want to play this balls-to-the-wall fast. He opens with Leyline of Santity. I end up going High Tide-->High Tide-->High Tide-->Turnabout-->Cunning Wish (Blue Sun's Zenith)-->Blue Sun (32, me), profit.
As an aside, I always leave 6 mana when I Blue Sun's Zenith myself as an emergency. It's enough to Time Spiral or Merchant Scroll-->Turnabout.
Record: 5-1-0
Opponent: Maverick
Game 1:
My opponent goes T1 Windswept Heath-->Savannah, Noble Hierarch. His T2 is Scryb Ranger, untap Hierarch replay Savannah, plays something-that-isn't-Gaddock Teeg/Thalia. Turn 3 Knight of the Reliquary. Turn 4 pounds me, but I realize that I'm not dead next turn and he has no hate bears in play (his hand is pretty small too). I cast Meditate at the end of his turn and let him swing again. I untap and proceed to win.
Game 2:
Sideboard: -2 Flusterstorm, +1 Snap, +1 Wipe Away
This game was the moment of truth. He comes out fast with a Turn 1 Noble Hierarch, Turn 2 Scryb Ranger, Stoneforge-->Sword of War and Peace, Turn 3 swing 9 with an equipped Scryb Ranger. I untap on turn 3 with the following: 2 islands, Candle in play; Island, Snap, High Tide, Turnabout, Meditate, Island in hand. Here goes nothing: High Tide-->Meditate (1 floating), untap 1 land with candle-->Snap-->Turnabout-->Merchant Scroll-->Turnabout-->Merchant Scroll-->Turnabout-->Time Spiral! I proceed to win, knocking out a big name guy and top 8-ing my first big tournament simultaneously.
Cut to top 8:
Since all of the people who were 5-0-0 drew rounds 6 and 7, they were 5-0-2 while I was 6-1-0. Since my tie-breakers were awesome, I ended up as the top player after Swiss. The kicker: the play-draw rule was in effect. I am going to be on the play with High Tide throughout the top 8!
Round 8:
Record: 6-1-0
Opponent: Green-Black Infect
I do my thing turn 1, my opponent plays turn 1 Bayou?! What is he playing? I soon find out he's on infect. I let him hit me for 2 infect twice while I sculpt my hand and counter his pump spells. I believe it's turn 4/5 where I go off with High Tide-->Turnabout-->Merchant Scroll-->Turnabout-->Time Spiral.
Game 2:
Sideboard: -2 Flusterstorm, +1 Hurkyl's Recall, +1 Rebuild
I keep a terrible hand with some strange draws, and end up in a position with 6 islands and a candle in play, and my hand containing: turnabout, turnabout, Preordain, Meditate. Here goes nothing: Preordain-->Turnabout (floating 1)-->Turnabout (floating 3)-->Meditate, he cast Extripate on Turnabout,-->High Tide-->Candle, double profit-->Rebuild-->Candle-->Candle-->Time Spiral-->Win. Turns about that Rebuild makes a good pseudo-Turnabout.
We decided to split the top 4 because the payout was structured so that 2nd place would pay the same as the split. The only way to profit more would have been to win the entire tournament. Honestly, we were all tired from a long, intense day of Magic--many of us had played in GP Boston the day before as well. If it had been a Saturday instead of a Sunday perhaps I would have wanted to play it out. I was faced against the guy who beat me earlier though, so the split was probably for the best anyways. RUG is not the match-up I want.
Reflections:
A major reason as to why I did so well was because I won every single game 1. One of the deck's biggest strengths is that game 1 our opponents both don't know what they're playing until it's too late (most of the time) and their decks aren't prepared mainboard. Price of Progress, Wasteland, Creature-hate, graveyard-hate are all dead cards, and this is probably the deck's biggest advantage over the meta. After sideboarding, our match-ups hardly ever become more favorable as our opponents replace completely dead cards with relevant hate. Their decks straight-up become better against us, whereas our functionality mostly stays the same.
On the topic of my sideboard, I'm not liking Defense Grid. Yeah it has its moments, but boarding out Flusterstorm is not always ideal. If my opponent is completely untapped, then (multiple) high tide allows them to pay the 3 sometimes. Defense Grid's problem is that it is only marginally better than Flusterstorm in the circumstances that I want it. My dredge match-up is currently unwinnable, so Grafidgger's Cage might be what I want instead. Surgical Extraction maybe should become a Grafdigger's Cage as well, but then again I like having the versatility in the wishboard.
My board contains redundant effects for a reason. Wipe Away is an uncounterable bounce, so that has to stay. Echoing Truth is the only card that bounces multiple non-artifacts, so that has to stay. Slaughter Pact is a spell that's free and can deal with a creature. This is crucial if I have to get rid of a creature and go off the same turn. In the same vein, Snap is incredible. I prefer Snap, as it has the potential to net mana. Slaughter Pact has important corner cases where it's necessary though, such as killing Iona, or avoiding bouncing a creature just to have it Aether Vial-ed back in. Hurkyl's Recall and Rebuild are both in there because sometimes I need to avoid Spell Snare/Chalice at 2.
Here's another reason why I want multiple of the same effects: if I can sideboard in one of the two similar spells while leaving the other one in the board, then Merchant Scroll and Cunning Wish are both available to tutor the desired effect. This is crucial. I still need to try the 3 Force 1 Pact main 1 Force side configuration before I have an informed opinion on that debate.
Oh, and Intuition is incredible. Intuition should not be meditate; they're just too different. Mid-combo, Intuition is anything you need, and pre-combo it enables going off in a totally different way than Meditate. Sometimes you just can't Meditate pre-combo. Intuition can find that Time Spiral EoT 3 to set up a quick High Tide-->Time Spiral Turn 4. Intuition approaches U2, Instant: Demonic Tutor in our deck.
The Blue Sun's Zenith in the main and the side has been alright. Blue Sun's Zenith on yourself mid-combo can seal the game regularly enough that I want to see it often. Yes, it's useless before going off, but the deck has enough ways to put it back/not draw it that it hasn't been too much of an issue. I like the one in the side to keep the Cunning Wish-->BSZ line of play open as well. If I was going to cut it, it would become a Meditate because they serve a similar function mid combo, whereas Meditate can be used in some pre-combo situations. Having a third Meditate would make it an Intuition target as well, which is huge.
Let me know what you think. I appreciate all feedback.