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  • posted a message on Browser CCG, Kingdoms CCG (f2p)
    The gameplay is largely inspired by MTG, the largest differences are no spell casting on opponent's turn, 3 lanes of combat, which you block and attack in.

    Of course there is a caveat to f2p, it's generally hard to be competitive without spending some money. But you can earn a lot of stuff freely. They also just yesterday hugely slashed prices, after a big community discussion (so they do listen to players). Packs are about 30-40% cheaper than before, and you get more through free play.

    http://www.kongregate.com/games/AnticEnt/kingdoms-ccg

    If you are willing to do trialpay offers, you can get 2-4x value out of kredits. You can even get maybe 400-500 completely free, with trial subscriptions, just make sure you cancel).

    If you do manage to get some kreds, start with the Bard and Dragon bundle, that's the best value. Also you get a bonus 25% gems on your first gem bundle, so the more you get at once, the better.
    Posted in: Other Card Games
  • posted a message on Too Much Time With Girlfriend
    Put simply, you mature.

    Develop coping methods, and sometimes rationalize away, the negative feelings. It won't work the first time. But you keep at it and you make progress.

    Perhaps you are anxious because separation can contribute to emotional distance. Realize that relationships are not just happiness, but also struggles. Don't panic and become insecure and anxious. All couples deal with is. You can always talk on the phone.

    A loving relationship should be inspiring, whether you are near the person or away.
    Posted in: Real-Life Advice
  • posted a message on Pre-Release results
    Quote from destinytrigger


    I played against a couple Boros players, and they were by far my easiest matchup, even the one splashing black for Merciless Eviction.


    That's a sign of a bad deck builder, Boros is dedicated aggro and there is no reason for a 6 mana off color sweeper. It'd be better to run another 1 drop creature.
    Posted in: Limited Archives
  • posted a message on Pre-Release results
    Seems Wizards did an absolutely atrocious job balancing for this pre-release.
    Posted in: Limited Archives
  • posted a message on [[GTC]] Five-Alarm Fire
    It says "five" five times on the card. Probably on purpose..
    Posted in: The Rumor Mill
  • posted a message on Dimir Keyrune
    Quote from izzetmage
    Way more things kill artifacts than lands.
    Also, Tar Pit costs 3 to activate, not 4. If you're going by "effective" cost (can't tap the land for mana if attacking) then Keyrune costs 3.

    The above is only applicable for Modern since Tar Pit isn't in Standard. If a UB control deck makes it in Standard, enjoy your Keyrune.


    'Way more things' in standard right now means...

    Detention Sphere/Oblivion Ring, and counterspells. And nothing else, really. There is literally 0 artifacts in most top 8s, and I don't see that changing much, so people won't be packing hate.
    Both tar pit and keyrune are as vulnerable when they are in their creature state.

    I really doubt there will be a UB control deck, and there is no reason this keyrune has to be in UB. Most likely any control deck with it will be 3-4 colors.

    True that the cost is 4 vs 3. Although there is the benefit that you don't have an 'always etb tapped land'. Generally that is preferable to taking up a non-land slot, though. But Creeping Tar Pit was such an incredibly good card, that it is misguided to dismiss its 'descendents' because they are weaker.
    Posted in: New Card Discussion
  • posted a message on Dimir Keyrune
    Quote from jturphy
    Tar Pit kills 3 turns faster, is more resilient, doesn't take up deck slots. There are some positives for the Keyrune (cheaper activation, ramps), but those are less important than the 3 positives for Tar Pit.

    Keyrune might be ok, but I think you'll much better options. If Cipher becomes a thing, that could help it though.


    Tar pit is hardly more resilient. Artifact hate vs land hate. And 2 to activate instead of 4 is a great compromise for 1 less damage.

    Anyways, doesn't matter, had free damage.
    Posted in: New Card Discussion
  • posted a message on Are creatures without resiliency, effective haste, or ETB effects playable?
    Not necessarily unplayable, but they have to have something to compensate for not having haste/resiliency/etb. It's about how much value you get out of the card, and you'll be hard fought to find a creature with greater value than

    Ash Zealot
    Strangleroot Geist
    Thundermaw Hellkite

    etc. All the commonly played creatures are ridiculously powerful for their CMC.

    Quote from LandBoySteve

    Creatures beyond 1 or 2 mana really have to do something for you other than just have a body to be playable in today's standard. Maybe there are some exceptions but I can't think of any off the top of my head.


    Loxodon Smiter

    Smiter is a good example of how strong a "vanilla creature" has to, be considered viable. Plus smiter luckily is in green, so it can be played t2. If Smiter was in other colors it'd be a lot more "iffy".

    Of course low CMC beaters are more viable than higher CMC ones.
    Posted in: Red Deck Wins
  • posted a message on [[GTC]] Fathom Mage
    Quote from Scarap
    If Falkenrath Aristocrat is big, Slip is the best answer to it.


    Aristocrat is already big. There are just so many other threats, many of them not phased at all by targeted removal. I guess you could say Aristocrat might become even bigger, but I see no evidence of that.
    Posted in: The Rumor Mill
  • posted a message on [[GTC]] Fathom Mage
    Quote from WoodWraith
    I dont know man. At 4cmc you better be playing this at turn 6 if you want those ideas to work. If i had a slip and you droped this on turn 4 or 5 I can promise you it would be DOA. Slip costing 1 and being instant really hurts this pretty little lady.


    How many decks are even playing slip right now? Answer is, 0. But still, being able to easily survive on turn 6(or 5 if you are ramping) makes it a lot more viable than if it did not have built in mechanisms for growth.

    Furthermore, on early turns like 4 you are more often either playing sweepers to defend yourself from aggro, or still setting up your board. Obviously this does neither, meaning the more "natural" play for it could be around when you have 6 mana. Or, if you are against a deck you know doesnt have instant speed removal, you can decide to play it safely on turn 4.
    Posted in: The Rumor Mill
  • posted a message on frustrated with standard?
    Was I saying there were only 3 deck types? No. You misread me. You assumed a lot of stuff in your wall of text.

    But listing Dark Bant Control, which is just a variation and not established, and GB aggro, which has not even had success yet, is showing you are trying hard to stretch the list.

    And to say that supreme verdict is the only card the decks tend to share is dumb. There's been top 8 lists that have included 4 Thragtusks in every single non aggro deck, or 4 resto angels in every non aggro.

    UW aggro also hasn't had much success.

    WGx and BR are basically the 2 aggro choices. Although BR can go more mono red (only black cards being hybrid).

    For the slower decks you have
    Thragtusk control (using green, usually bant). You can make it a bit more aggressive for 'midrange', like Geist of Saint Traft.
    Thundermaw/Resto midrange/control (it kind of bleeds over here)
    Jund midrange (thragtusk + Hellkite + other creatures)

    And then the 2 reanimator variations.
    Posted in: Red Deck Wins
  • posted a message on frustrated with standard?
    I like when people think different monikers for decks means they are substantively different, when in reality they share the same core of cards and same strategy.

    Furthermore these adaptions are mostly just better or worse based on metas. They are not actually innovations or shifts in new directions, just a little max-min for the opposition. Their existence therefore is temporal, and not a new archetype.
    Posted in: Red Deck Wins
  • posted a message on frustrated with standard?
    My biggest gripe is that good utility cards are essentially gone,. Nothing on the power level of everflowing chalice or preordain. Could also argue that effective targeted removal is utility, and that is gone. While the top tier decks use utility cards to great effect, they also were a necessary core to rogue decks whose plan wasn't simply "play the most powerful cards".

    Creatures etc. are a higher power level, and utility cards are a lower power level. The result is that deck design mostly comes down to choosing your flavor of strong cards, with nothing to enable the cards that need an extra turn to get working, or are off the incredibly compact curve.

    Something to note is almost no artifacts are played right now. Not only is that an indication that something is off, that one of the major card types is NOT PRESENT, artifacts have tended to be the good utility cards.
    Posted in: Red Deck Wins
  • posted a message on [[GTC]] Fathom Mage
    "Dies to any removal" doesn't apply as much here imo, as the card is designed to grow.

    They tragic slip it? Oh you flash in a Snapcaster mage.

    Or you get rewarded if you save it with any mechanic that involves +1/1 counters.

    Or, if you are fitting slitherhead into your deck for some reason(to cast, or just to mill), it can be close to entering the battlefield as a 2/2, and drawing you a card.
    Posted in: The Rumor Mill
  • posted a message on [Single Card Discussion] Firemane Avenger
    I think it would mainly be sideboard against decks that you don't expect to face sweepers. In such a case, creatures vs creatures, this could be an "you lose unless you kill me" card.

    RDW could splash in enough white to play this, the question is would they prefer it over Hellrider in some matchups. I think it is possible. I think it attacks better than Hellrider into Thragtusk.
    Posted in: Standard Archives
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