Magic Market Index for Dec 28th, 2018
 
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Ultimate Masters: MMI Review
  • posted a message on [Deck] Reanimator
    Apologies for the double bump.

    I did some testing with a friend of the "all-in" with Emrakul & Griselbrand vs. a more traditional approach (Sire of Insanity/Chancellor), and want to work on a mono-B midrange approach with hand disruption and Lake of the Dead.

    So, yeah, the all-in is definitely more prone to counterspells and the like. We didn't do any siding, since I'm still building the deck, but having the T1 kill in that way does somewhat feel like playing Sneak & Breach, except with less mana required, and thus feels faster and more resilient/less susceptible to stuff like D&T, Delver, Miracles, Grixis Control, and Stoneblade. While it's slightly problematic that only two of your spells are instant-speed revival, meaning you likely have to choose Griselbrand to Entomb and revive, first - either with an instant or a sorcery-speed reanimate spell - you can definitely save your Shallow Graves and Goryos for Emrakul, or, if you're feeling cheeky, a Worldspine Wurm.

    The traditional Reanimator build with Chancellors is very strong, and I can see why it's difficult to play around for your opponents. That said, sometimes, all it takes is the right hand or sideboard hate, and that's what I'm kind of trying to experiment with and get a feel for: How to make Reanimator viable, again. With DRS no longer in the meta, I'm honestly surprised this deck hasn't made more of a comeback. So, let's look at the midrange option:

    I think we could probably explore something mono-B with hand disruption (Thoughtseize, Unmask, Collective Brutality, Inquisition of Kozilek, Hymn to Tourach) to push ourselves into a good spot a few turns into the game where we then drop a Lake of the Dead and start either reanimating stuff like Grave Titan, Massacre Wurm, Phyrexian Obliterator, and Noxious Gearhulk, or just downright hardcasting it (in addition to, of course, Griselbrand, if there's room for him). I don't quite have the bigger dudes needed to make this happen, yet, but it seems like a great way to control the state of the game before you go off, have a backup plan for grave hate, and have resilience to just about anything that isn't a Wasteland/Port (and perhaps still even then, if you do a good enough job keeping your opponent on their back foot).

    This will require some time for me to actually get the cards, and then also need extensive testing. I'll report back with results, likely in a few months from now.
    Posted in: Combo
  • posted a message on [Deck] Reanimator
    I'm slowly putting together my pieces for Reanimator.

    Is there a particular reason we don't try to capitalize on Goryo's Vengeance/Shallow Grave so that we can run Emrakul/hasty Griselbrand for an FTK/OTK? I imagine that could make the deck potentially more vulnerable to disruption, but figured I would see if there was something established for why that's not the route to go rather than reading 93 pages of Primer. :p
    Posted in: Combo
  • posted a message on Big Red (Sneak & Breach)
    Omnitell was a bust for me, so I'm back to Sneak & Breach while I work on building Reanimator.

    Lately, I feel like the deck has been underperforming for me. I'm swapping out my sideboard Pyroclasms for Kozilek's Returns to see if that bumps up my win rate against D&T after siding, as Mother of Runes can cause problems for early board control when trying to land a Sneak Attack with Phyrexian Revoker, Containment Priest, and/or Thalia, Guardian of Thraben out. Undying Flames is still amazing in just about any match-up that's prepared to shut down your Sneak Attack/other options for cheating creatures in, or preventing you from attacking, like Humility or Ensnaring Bridge. Seriously, nobody expects it, and everyone always goes, "Huh?" when I cast it.

    Another swap I've been eyeing is Pyroblast. When you're going off, it's extremely difficult to have an extra mana with which to keep your Pyroblast open for smashing that Force of Will or Daze, especially in the early turns. Trinisphere is the obvious choice, but I think I like the idea of Defense Grid a little bit better, as it's just as likely as Trinisphere to eat an early counterspell, but it doesn't shut off your Petals/Chalices in their usefulness and speed. Defense Grid also has the added benefit of being castable off of a single sol land. I'm currently testing 2 Defense Grid/1 Pyroblast in the sideboard since Pyroblast can still be handy to remove pesky Jaces/Cliques, which can shut you out from going off, but ultimately, I'm leaning away from that, as 9 times out of 10 you would rather try to force your opponents' counterspells on things that prevent them from being able to stop you with more counterspells sooner in the game than let it get to the point of where you might actually need a Pyroblast. If you're not winning early on, you probably didn't keep the best hand. I'll likely to 0 Pyroblast/3 Defense Grid at some point for testing purposes and see how that shakes out. I recognize that sometimes, the deck loses to itself, by merit of not having red sources or just by bad beats. It happens with all decks. But even if it feels bad, mulling aggressively can sometimes be the difference between victory and defeat, especially with a combo deck.

    One other thing I'm considering trying out is completely removing Sandstone Needle for 2 more Mountains. While the explosive start is amazing against decks that don't run Wasteland, Wasteland is a card that's become extremely prevalent in my meta, and my starts suffer for it. Odds are, when you draw a land mid-game, as well, you also don't want it to be Sandstone Needle. For some reason, I've been having a colossal difficulty drawing red sources, which has been screwing me out of wins I should otherwise be getting.

    I'll make the aforementioned changes and report back. Unfortunately, in February, I likely won't be able to play any Legacy, but I'll report back with my findings once I feel I've gotten sufficient testing.

    Also, I got to hardcast Emrakul against Miracles in a recent 2k, so that was fun.
    Posted in: Combo
  • posted a message on Anyone can get it
    I don't get it. Whose head is superimposed over Karn's?

    Also, moved to Magic General.
    Posted in: Magic General
  • posted a message on Rock Paper Scissors Mafia - game over - town rocks
    Quote from Manasi »
    This is a really cool mechanic Tom. I thought it was hella fun.


    You're welcome. Wink
    Posted in: Mafia
  • posted a message on 2018 Mafia Awards - Voting Time!
    I can't recommend enough using the desktop version of the site while on mobile devices.
    Posted in: Mafia
  • posted a message on The Mafia Council & Helpdesk Thread
    Quote from Ged »
    Consider not using the word lynch in games anymore.


    Old habits die hard.

    Welcome back! I'm sure I'm not the only one that misses playing with you.
    Posted in: Mafia
  • posted a message on Magic is surprisingly cheap hobby
    Quote from drakeavril »
    Have you taken into consideration the costs of Sleeves, Deckboxes, tournament fees (have you looked at recent Grand Prix entry fees? OMG ), gas, hotel, etc.?

    I probably spent around $1,000 on gas, hotel, and food fees during tournaments last year. That's pretty rough. I entered 9 PPTQs 2 seasons ago. That's $25 entry X 9, not to mention the gas there.

    Sure, Standard is fairly cheap right now, even if many of the cards will be worth $1 or less upon rotation. Modern cards do stay around the same, as reprints hurt some prices, while raising others. Legacy, yep, prices do go up. That's true. But if you never sell, then what is the point of going up? I constantly ask myself this every day, as I have probably done 90% of my Magic business BUYING and only 10% SELLING. (in around 4,000 transactions) Regarding store credit, I noticed the value has gone down, while the competition has gone up. So at least for me, I barely get more than my entry fee, gas, and supplies, there.

    *But yes, compared with many other hobbies, it's cheap. I wasted probably 3 houses worth of money just on cars in my lifetime. That feels pretty meh...


    I guess if you don't fly to lots of tournaments. If you play at your local shops, there shouldn't be crazy costs outside your usual local travel gas budget. Just a thought as i hear many players complain about the price of playing a competitive Magic deck.


    This is subjective, I'd say. I spent several thousand dollars on Magic last year, primarily trying to forge my way into Legacy, but also touching up my Commander stuff (not to mention a few Casual decks). Admittedly, that's more than I ever wanted to spend on it, but I feel like I'm getting closer to the point of where I don't have to buy cards (by merit of having what I want/need) and that's an encouraging feeling. I think I built a single Standard deck last year just to see how it played, which was cheap - I think under $50 - but Standard just doesn't float my boat. Modern doesn't, either, and I've no interest in playing the format. That said, viable Modern decks tend to range in the mid-to-upper hundreds, if I'm not mistaken. I think a decent Commander deck can be had for ~$300 or less, but if we're talking Legacy, I'm reasonably certain the only viable (proven) and optimized deck you can have for less than $1000 is Burn. Sure, you could build something like, for example, Sneak & Show, with Shocks rather than Duals, but again, optimization. Yeah, you could go mono-colored, but most mono-decks want you to run City of Traitors, which, over the past year, jumped from a $100-$150 card to $250+. Additionally, some stores don't let you buy in to tournaments with your store credit so that you can't "go infinite". One of my LGSes is this way, which is unfortunate, as I recently placed 2nd at a Legacy 2k they hosted and that would have probably kept me set for tournament entry for the entirety of this year. As other people have mentioned, tournament entry and sleeves are a thing, and if you're playing a competitive format with expensive cards, you're likely going to want to double sleeve. I also try to make it a point not to hold on to cards I'm not using and will never use, but I understand I'm in the minority on that one. Yeah, compared to some hobbies mentioned here, Magic can be inexpensive, but if you delve deep into something like Legacy or Vintage, you're talking multiple thousands of dollars for a deck, alone, and if you like to switch it up (as a lot of people do), that adds up quickly.

    But, YMMV.
    Posted in: Magic General
  • posted a message on 2018 Mafia Awards - Voting Time!
    I've pinned this thread. I have a few nominations in mind, but should probably mostly abstain as I've played in/read very few games, this year.
    Posted in: Mafia
  • posted a message on How many men does it take to kill a Grizzly?
    Necro. Lock
    Posted in: Talk and Entertainment
  • posted a message on How Can I Improve This Deck ? Thoughts ?
    I cleaned up your card tags, a little bit. Smile

    Phantasmal Image and Mana Drain are strong cards, and Mana Drain, in particular, is worth a good chunk of change, to answer your question.
    Posted in: Casual & Multiplayer Formats
  • posted a message on The issue with multiple cards appearing in early game
    I don't really see this thread continuing in a productive manner. Lock
    Posted in: MTG Arena
  • posted a message on The Mafia Council & Helpdesk Thread
    Gotcha. In that case, yes, it should likely be more strongly enforced. Just wanted to make sure we weren't opening that can of worms, again. Carry on. Thumbs Up
    Posted in: Mafia
  • posted a message on The Mafia Council & Helpdesk Thread
    The biggest reason for requiring hosts have their setups complete before submission was because at one point in time, at least half of the queue list was full of inactive people and people who had not finished their setups by the time it was time for them to host. This caused a massive delay in firing off new games, because the Secretary would then have to message hosts and wait for a response, and then every time that host's turn would roll around again, it would bottleneck the process, again, because of the wait and the inevitable "my setup isn't complete".

    If we want games firing off, removing that requirement is not the way to go.
    Posted in: Mafia
  • posted a message on The Mafia Council & Helpdesk Thread
    I have updated the OP to reflect the new roster.
    Posted in: Mafia
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