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  • 1

    posted a message on State of Modern Thread: bans, format health, metagame, and more! (3/13 update)
    Quote from Aegraen »
    Quote from Pokken »
    Quote from Billiondegree »
    If the two-card combo of Vizier + Druid are ok for modern, Twin should also be ok.

    Vizier can even kill a turn earlier and the deck plays a lot of tutoring effects to find the pieces.

    Someone explain how this deck is ok but Twin is not


    I've explained this about 5 times now but in addition to it really being a 3 card combo, Twin got to play its combo in a shell of control spells and play almost entirely at instant speed. The difference is quite substantial.

    The druid combo, because it requires 3 pieces, functionally has to be played with collected company which has deck building constraints that prevent it from playing much interaction.


    Eh, too be fair, the CoCo decks play pretty well at instant speed as well with Chord and CoCo and Witness rebuying them. I think the deck is absolutely fine, but this hysteria about twin is hilarious. It was never "too good" for the format. It was 9-12% and was around 10% when it got banned. We're not talking 30-35% BBE/DRS Jund or Eldrazi Winter and it certainly didn't violate any of the stated rules of the format. Also, apparently Wizards kills Ux decks out of the format, but just touches every other deck when it comes to bans. There are lots of 2 card combo's in the format, but I don't see WoTC touching them (Ad Naus/Goryo's/etc.). Hell, there are even 1 card "combo's" (maybe 2 if you want to get technical with stuff like Valakut/Scapeshift and Storm (cantrips/rituals + grapeshot)) like with Living End.

    There's a pretty obvious double standard from the data and rationalization with Twin with how the format has looked since Twin. I don't expect WoTC to be rational with their ban criteria and what they ban though. I expect hypocrisy.


    IMO the fact that WotC can ban 1-2 cards out of a strategy like Jund, Eldrazi, Pod and those bannings didn't completely render the shells as non competitive actually shows actually how powerful the Combo was. The only other bannings in Modern that really come close are the banning of Bloom and Probe and even in the case of Probe 1 of the 3 decks "targeted" with the ban actually survived and evolved to be competitive without it.

    Again none of those Combo's you pointed out are actually 1 or 2 card combo's. Ad Naus is a 3 card minimum unless you think drawing your entire hand instantly wins you the game on its own. Goryo's is a 3 card minimum Goryo, the fattie your bringing back and the method for placing it into the yard, and again Goryo's while a very solid combo can fizzle out so its not even as good as Twin on the bar of winning you the game. Valakut does nothing without all of the ramp spells, even with Valakut and Scapeshift together they are pretty bad if you are just waiting to naturally hit land drops up to 7. The idea that you are calling Storm a 1 card combo is pretty strange as it is almost certainly the most dependent on having a critical mass of spells to achieve the combo kill.

    the Banning of Twin is in keeping with the tradition WotC has of banning broken 2 card combos since Channel+Fireball
    Posted in: Modern Archives
  • 2

    posted a message on State of Modern Thread: bans, format health, metagame, and more! (3/13 update)
    Quote from Aegraen »
    Quote from Pokken »
    Quote from Aegraen »
    Eh, too be fair, the CoCo decks play pretty well at instant speed as well with Chord and CoCo and Witness rebuying them.


    The difference between playing 8 sorcery speed spells and 29 sorcery speed spells is quite substantial. Not to mention being forced to run 29 creatures 20 of which are mostly garbage. The decks are not even remotely comparable.


    I'm not talking about playstyle, I'm talking about the ability to "combo" at instant speed a statement you said that doesn't really describe the Vizier CoCo decks, but it does as much as it doesn't. IOW, if you were to solely rely on sorcery speed answers, you're going to lose more than you win (in a vacuum). Anyways, the greater point stands - Vizier is fine, Twin is fine and should be unbanned, and WoTC's statement about 2 card combo's shouldn't (or at least from their actions) doesn't really apply to Modern (otherwise, bye bye Ad Naus, Scapeshift, Living End, KCI, Grapeshot, and a lot of other combo cards).

    It's important for combo to have a place in the format just as much as any other archetype.


    Twin is really not very much like any of the decks you listed, all of those except Titan Shift are dedicated combo decks that are essentially doing nothing if they don't combo and not a single one is a 2 card combo.
    Posted in: Modern Archives
  • 1

    posted a message on State of Modern Thread: bans, format health, metagame, and more! (3/13 update)
    https://www.youtube.com/watch?v=apX1Jw_Qhe8

    New Magic TV interesting pretty long discussion about Modern.
    Posted in: Modern Archives
  • 2

    posted a message on State of Modern Thread: bans, format health, metagame, and more! (3/13 update)
    Quote from GoST- »
    Because it's actually a 3-card combo ? Unless you just want to make infinite mana and do nothing with it.

    exactly, terrible comparison.
    Posted in: Modern Archives
  • 2

    posted a message on State of Modern Thread: bans, format health, metagame, and more! (3/13 update)
    Quote from rcwraspy »
    Quote from xxhellfirexx3 »
    Quote from xxhellfirexx3 »


    But do we really want a format where your sideboard dictates your success more than the main deck, and your skill? I mean we only have room for 15 cards...


    Good sideboard design and good sideboard utilization are important skills in Magic and always have been. Your comment makes no sense to me. Tournament magic is about the 75 cards you bring, not just the 60 you use in game one.


    It's not making sense because your not getting what I'm saying.

    Keep in mind my comment was in the context of dredge.....

    It takes only luck to draw that Rip or stony, not skill.

    And putting hate like that in the sideboard should be a given when they are tier 1.

    Do we really want a format where luck like that matters more than skill. Especially dredge in tier 1.



    That's been an aspect of Magic since competitive play began. It's not luck. It's design.
    It's more than just design, but still not luck. It's deck design, mulligan decisions, playing to your outs, and more. Most players ascribe "luck" to things that you can play or build or think around with relative ease.


    100% this, its not luck if you intentionally designed your deck to have the card in it. People should start saying that its "opportune" rather than lucky as luck implies no forethought regarding deck design. It would be luck if you only had a 13 card sideboard and randomly just filled it with 2 cards that later turned out to be the nuts in a unexpected match up. If I choose to put 2-4 of a card in my 75 and I happen to draw it that isn't luck is opportune timing.
    Posted in: Modern Archives
  • 1

    posted a message on State of Modern Thread: bans, format health, metagame, and more! (3/13 update)
    Quote from Varyag »
    1. There is no data to suggest that Twin was any more broken than Shadow is now. There are numerous decks that can go of at instant speed in Modern. Storm, Ad Nauseam, now Living End. This Twin nonsense has been debunked and the real cause of the Twin ban has been discussed ad nauseam and implicitly admitted by WotC as a way to stimulate sales/PT interest.

    2. Marvel runs counters. So what. The core of what makes the deck busted is easy energy of of good creatures, cheat into play artifact and Eldrazi. Not the nerfed force spike. Deck crushed Zombies in pro tour after having its win-cons extracted. That's how good its cards are.
    U/R Control hasn't won squat. Just the other day Channel Fireball folks chimed in stating that the opinion of the pros is that Marvel is effectively Tier 0 - if you're playing anything else, its just to "be different". His words, not mine. Deck is at 34% of the meta.
    Before Marvel it was Copycat. Along with Copycat it was Mardu. Before that Emrakul and Copter. None of this broken nonsense has anything to do with blue as a color but it has everything to do with the design logic of pushing the new gimmick to sell the set or downright carelessness.

    The argument was that the new design paradigm is not leading to a standard better than a Standard which had strong blue cards. Case in point, Return to Ravnica/Innistrad standard. A fan favorite and it had everything except a combo deck https://www.channelfireball.com/articles/what-was-the-best-standard-format/

    This is not to say that better blue would make standard better. The argument is just that better blue is not necessarily going to make standard worse, which is the rubbish Stoddard is perpetuating.

    3. The original point of comparison was to show that the best blue permission is a decade old right now and is not pulling its weight.

    But sure, you can compare Essence Scatter and Fatal Push. Its a good comparison because it shows how blue gets garbage compared to black. Essence Scatter is a mediocre standard card and it has been reprinted just a few months after black got a pushed multiformat staple. If you don't think ES is trash, show me a modern deck that runs it?


    You are correct no body of evidence similar to Twin exists for DS. Actually pointing out Ad Naus, Storm, and Living End only showcases why Twin was a good ban and unhealthy for the format. The best combo deck shouldn't also be the best Mid-range/Tempo Deck the Twin package doesn't put heavy deck building restraints on the Twin player you just get to play a good deck that also has a Channel/Fireball style instant win combo in it and just like the Channel/Fireball combo it was banned because that type of combo isn't healthy(like you know copy-cat wasn't healthy in standard).

    Again pointing to Standard having a viable control deck does nothing to bolster any claim that any such deck must exist in Modern, in fact my argument against it isn't that it would be bad but that the nature of larger formats with multiple enumerations of decks in various archetypes prevents one from sustaining competitive status. Control decks have never been a vanilla just shuffle it up without radical changes strategies it's value is dependent on the payoff relative to the pay off of the opponents plays, if your control deck isn't consistently accruing more value in the payoffs of its actions then it is a bad control deck. This isn't true for aggro/tempo decks like DS because DS' payoff is self contained and not often relative to the value of the actions made by your opponent.

    Control decks are by their very nature intended to be Strictly Dominate Strategies, Just look at the RTR/Inn standard you pointed to, UW control was viable for a relatively short period between RTR and Dragons Maze WotC printed enough control hate within the block that control wasn't really a thing after the second set of the block was released and UW settled into Sphinx's Rev mid-range decks, as soon as Control wasn't Strictly Dominating and shifted closer towards Weakly Dominating it was not a real deck and its tools got worked into Mid-range decks which had stronger self contained payoffs.

    Rise of the Eldrazi is nearly a decade old and Black hasn't received a new tool on par with IoK as far as comparable affects. I don't think its even fair to attempt to compare Push to a counterspell simply because they serve different functions generally. If they printed a U : counter target creature spell, it probably still wouldn't be as good as push simply because it is only reactive and if your opponent plays around it etc.... it has lost its value while Push will retain its value unless the creature has protection from black or instants. A better comparison would be Push to Vapor Snag as both are methods of dealing with resolved threats and this better shows why U tempo/control strategies are generally poor in modern. Vapor Snag is great when your opponent is trying to play Mid-range creatures (i.e. creatures costed 3-6 which is the actual mid-range phase of the game) its not so great when your opponents are simply playing a collection of the best 1/2 cost creatures available since the tempo gained is easily recouped by the opponent.

    Its also worth note that the entire span of the Modern card pool is within the post counterspell era of magic. Every set within moderns card pool is has been designed with the Modern R&D 2c.c. counters with stipulations and 3c.c. hard counter paradigm. I doubt WotC will abandon this design philosophy as the game has sold better since the abandonment of classic Draw-go control as a perennial feature of the game in favor of Mid-range Value creature decks, people voted with their dollars and the Value creature focused game play has brought more new players in and kept more players around than the other.

    Another consideration is also that U is the most dominate color in every other non-rotating format (legacy and vintage) and WotC has to be considerate of those formats when producing new cards and unfortunately any color that isn't blue could tolerate a reason to play it in those formats.
    Posted in: Modern Archives
  • 1

    posted a message on State of Modern Thread: bans, format health, metagame, and more! (3/13 update)
    Quote from Oloroar »
    @ktkenshinx,

    You keep saying only blue-based control is weak, when my point was that control as a whole is weak. I don't care if it plays blue or not, I just want a top tier control deck. If that deck happens to be mono-black, Naya, Jund, 4 color -blue...I would be happy. One of my favorite decks of all time is Astral Slide, and it did not run blue. If Assault-Loam was top tier, I wouldn't be complaining.

    UW control is the closest thing we have, and it put up abysmal results in all 3 events. It is clearly not top tier, despite its 5 minutes in the spotlight.

    I just don't want my game plan to revolve around turning big, stupid beat sticks sideways. How is that a "narrow definition" in anyway?


    Okay you want a top Tier control deck, I'm going to assume you mean T1 as we have had T2 control decks pretty consistently lately.

    I would say that your SOL on this desire and not because of some nefarious plans working against you etc....But because WotC has stated that a objective for the format is to have a large viable deck pool and this is antithetical to Control decks. Control decks never flourish in wide open meta-games they need narrow meta-games with few viable decks in order to function. This is why you don't see traditional control decks do well consistently in formats like Modern/Legacy/Vintage there are just to many variables to account for and this is why Control doesn't function well in these formats.

    Control is only really a viable strategy when it is a strictly Dominate Strategy or rarely when its a weakly Dominate Strategy. This can be attested to by looking at the types of meta-games in which traditional control decks have done well, when they do well they are the best thing that can be played and Control mirrors abound. When they are bad, such as in the start of new standard they are generally very bad. For control to do better and you need a more constricted viable deck pool, as the format currently with its wide variety is and will remain a weak strategy.
    Posted in: Modern Archives
  • 2

    posted a message on State of Modern Thread: bans, format health, metagame, and more! (3/13 update)
    Biggest take away from the events of the weekend has to be that Grixis Shadow is the better version of the DS decks, and Stubborn Denial is the best counterspell in Modern.

    And is Storm real to everyone now that its dubious online results got some street cred.

    Very good to see Jeskai and Esper doing well.

    Posted in: Modern Archives
  • 2

    posted a message on State of Modern Thread: bans, format health, metagame, and more! (3/13 update)
    Quote from xxhellfirexx3 »
    Quote from bizzycola »
    Quote from xxhellfirexx3 »
    Quote from bizzycola »
    Quote from xxhellfirexx3 »



    wanting archetype equality isnt entitlement imo

    I mean twin was a consistent tier 1 control/combo deck. I dont think its an impossible goal, we will most definitely need better cards though.

    also, it doesn't have to be just 1 deck that maintains this. it could even be a t1 and t2 control deck who accumitavely balance the control archetype % in this format a bit. and as metas shift they switch tiers with each other as thier strengths apply ect.

    you know sort of like what bg/x does? except obviously not as proactive.

    w


    Literally the only reason it was a consistent T1 deck is was because of the instant win combo, it wasn't the control aspect that kept it in T1 status.

    That goal is simply harder to achieve for a traditional draw-go reactive control deck. Threats are not as bad as they used to be when those types of decks had been great, now if your opponent sneaks a creature through your counter wall it isn't going to be a Jackal Pup its going to be a Death's Shadow. Again Control just doesn't have the capacity to just draw the nuts and win by T3/4 Twin did because it was a broken combo.

    Pointing to BGx decks is actually more to prove my point, you can play control it just needs to be proactive like Jund. Sitting around being reactive with the types of counterspells available in Modern is just asking for a opponent to resolve some absurd cheap threat that can win the game by itself.


    why cant reactive be as good as proactive? Why are proactive players so entitled?


    because proactive things have gotten better than reactive things have. 1c.c. to take the best card from your opponents hand and gain perfect knowledge of its contents would still be a better and more efficient rate than 2c.c. counter target spell. People are not casting the same type of garbage creatures as they had to in the long off past, like I said in the previous post being reactive in the past was less of a risk because if you failed to stifle your opponent with your counter wall and they managed to sneak a creature on board and you couldn't answer it immediately it wasn't a big deal because it was likely nothing that could stand alone kill you in 1-2 turns by which time you should have drawn a answer.

    I actually would like for reactive strategies to get a boon, but even if it did it wouldn't push it into even footing with proactive strategies.

    I think people generally fail to understand what "equality" between strategies would mean. I think people believe that we could have both Mid-range proactive decks be great and have reactive control decks be great; but their is no evidence to support this claim. In fact it is the opposite, the status that Mid-range has gained over the last decade of MTG has been built on the nerfing of control elements. WotC wants players to be able to play their creatures and other permanents and the easiest means of achieving this was by making counter magic worse. Mid-range used to be a very sketchy and often a losing strategy in the age of counterspell, casting 3-6 mana spells in face of 2cc hard counters was often just a bad plan. This is why that affect has been costed higher and only offered at the original cost with some hoops attached. The concept of Pareto efficiency seems to be unknown to many who post in this forum. Strategic dominance is a real thing and while we can talk about how to achieve a weak-dominance in a game like MTG it is likely impossible to achieve such a meta-game short of banning all but one strategy out of the strategy pool. The best we will ever have is a situation in which a Nash equilibrium can be achieved but that doesn't afford any specific strategy a place in the viable strategy pool.

    fyi, I would love for counterspell to be reprinted and for better card draw spells to be printed, I do not think that this would move reactive control out of the weakly dominated status it currently holds but might make proactive decks over all worse, which is what would be needed to make them better.




    but why not try and find out? why not unban jace? and give us counterspell? and also a better cantrip? theres no way in knowing until you try. and if somehow a combo deck gets tier 0 because of preordain or ponder than nerf it. and if jace ends up being a little too strong( I doubt it) than give jund bbe.


    Why not try and find out what? If you think MTG is above strategic dominance I would point to the reality that nearly all interactive games have a dominant strategy(even tic tac toe has a dominate strategy even if it is nothing more than a victory/draw strategy).

    The idea of equity between say mid-range and control is some what arbitrary.
    If you like most others mean "why can't U reactive control be as good as BG attrition/aggro decks like jund, junk, and DS; this is the assumption I am speaking from as you where not clear.

    I would argue that no you cannot have U based draw go style control be = to BG attrition/aggro decks. One will always be a superior strategy to the other and the other gaining more dominance might foster a strategy pool that it drives the dominance of the other to even greater heights.

    I say "no they cannot be =" is because the strategies themselves are diametrically opposed. One revolves around absolute resource denial(BGx decks which look to drive the game into top deck mode in which their individual plays are stronger than yours) and the other revolves around accruing excess resources in which to beneficial respond to the other players actions(blue based draw go control). These are a case study in polar opposite game plans and when you make one better you are making the opposite worse. We saw this play out in the actual meta-game with the Treasure Cruise era, U got a great card and it made BG essentially unplayable.

    I would say that Jace is actually a Mid-range card and not a control card. I would be all for unbanning jace as long as we unban every other card that is similarly banned at the genesis of the format because it is not deserving of special treatment just because you might happen to like it(I mean you in the sense of a broad nameless advocates for the card as a generalization)
    Posted in: Modern Archives
  • 1

    posted a message on State of Modern Thread: bans, format health, metagame, and more! (3/13 update)
    Quote from xxhellfirexx3 »
    Quote from bizzycola »
    Quote from xxhellfirexx3 »
    Quote from bizzycola »
    Quote from xxhellfirexx3 »


    Yet most other archtypes and some top tier decks, maintain upper level tier status constantly.

    This isn't about control players being entitled, it's about them wanting equality.


    What makes anyone think that their specific deck type is entitled to a consistent T1 deck? Control is T1 sometimes, when the meta-game contracts around aggro enough Control is T1 good. Control simply cannot maintain T1 status in a format with such a wide number of T1/2 decks to be prepared for.

    To be clear, I would love for a UXx based control deck to be T1 all the time because all I play are U(r)x decks. All I'm saying is that it isn't possible with the current "wide variety of playable decks" that WotC wants for Modern and that it isn't a meta-game that is friendly to Control generally. Control really needs a finite number of viable decks to shine, if you look at standard and how control functions the meta-game tends to follow a cycle of new set release> aggro decks do best> the aggro decks compete for best aggro option status> Control deck is designed to deal with the best aggro options> new set releases etc...Modern doesn't have this type of cycle because the card pool is to large and the "viable aggro" decks are to varied and numerous. Look at at time when control was actually consistently T1 in Modern, you have to look back to the Pod/Twin/Jund meta when the T1 decks where about 5 overall, control needs a meta-game like this to be consistently T1 a narrow amount of viable T1 decks to prepare for is manageable.



    wanting archetype equality isnt entitlement imo

    I mean twin was a consistent tier 1 control/combo deck. I dont think its an impossible goal, we will most definitely need better cards though.

    also, it doesn't have to be just 1 deck that maintains this. it could even be a t1 and t2 control deck who accumitavely balance the control archetype % in this format a bit. and as metas shift they switch tiers with each other as thier strengths apply ect.

    you know sort of like what bg/x does? except obviously not as proactive.

    w


    Literally the only reason it was a consistent T1 deck is was because of the instant win combo, it wasn't the control aspect that kept it in T1 status.

    That goal is simply harder to achieve for a traditional draw-go reactive control deck. Threats are not as bad as they used to be when those types of decks had been great, now if your opponent sneaks a creature through your counter wall it isn't going to be a Jackal Pup its going to be a Death's Shadow. Again Control just doesn't have the capacity to just draw the nuts and win by T3/4 Twin did because it was a broken combo.

    Pointing to BGx decks is actually more to prove my point, you can play control it just needs to be proactive like Jund. Sitting around being reactive with the types of counterspells available in Modern is just asking for a opponent to resolve some absurd cheap threat that can win the game by itself.


    why cant reactive be as good as proactive? Why are proactive players so entitled?


    because proactive things have gotten better than reactive things have. 1c.c. to take the best card from your opponents hand and gain perfect knowledge of its contents would still be a better and more efficient rate than 2c.c. counter target spell. People are not casting the same type of garbage creatures as they had to in the long off past, like I said in the previous post being reactive in the past was less of a risk because if you failed to stifle your opponent with your counter wall and they managed to sneak a creature on board and you couldn't answer it immediately it wasn't a big deal because it was likely nothing that could stand alone kill you in 1-2 turns by which time you should have drawn a answer.

    I actually would like for reactive strategies to get a boon, but even if it did it wouldn't push it into even footing with proactive strategies.

    I think people generally fail to understand what "equality" between strategies would mean. I think people believe that we could have both Mid-range proactive decks be great and have reactive control decks be great; but their is no evidence to support this claim. In fact it is the opposite, the status that Mid-range has gained over the last decade of MTG has been built on the nerfing of control elements. WotC wants players to be able to play their creatures and other permanents and the easiest means of achieving this was by making counter magic worse. Mid-range used to be a very sketchy and often a losing strategy in the age of counterspell, casting 3-6 mana spells in face of 2cc hard counters was often just a bad plan. This is why that affect has been costed higher and only offered at the original cost with some hoops attached. The concept of Pareto efficiency seems to be unknown to many who post in this forum. Strategic dominance is a real thing and while we can talk about how to achieve a weak-dominance in a game like MTG it is likely impossible to achieve such a meta-game short of banning all but one strategy out of the strategy pool. The best we will ever have is a situation in which a Nash equilibrium can be achieved but that doesn't afford any specific strategy a place in the viable strategy pool.

    fyi, I would love for counterspell to be reprinted and for better card draw spells to be printed, I do not think that this would move reactive control out of the weakly dominated status it currently holds but might make proactive decks over all worse, which is what would be needed to make them better.

    Posted in: Modern Archives
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