the judge who I asked sent me a vidoe of him doing the combo on MTGO, so maybe the person the guy who said it didn't work watched just didn't do it right some how.
Even if it didn’t work on MTGO, unless they’ve fixed a lot since I last used the program, there are things that don’t work properly in the program so using it as a rules example is kinda silly.
As far as your initial question, the power level issue aside, there isn’t much you can do beyond what you did. You tried to explain the rule and you had a judge back you up. If they can’t accept that then they will have future problems playing Magic. Hopefully, after getting over their feelings on how the game ended they might be willing to accept they had the rules wrong.
The power level issue is only relevant because it put them in the mindset where they didn’t want to like you or agree with anything you said. So there you sort of have two choices; you can play weaker decks against them or you can accept that after every game with you they will be salty and unreasonable.
A lot of people forget or never knew that you can target yourself with VClique. This added optionality makes him very useful in a lot of mono blue decks even in multiplayer. Especially combo decks that want to hand cycle. And storm decks.
I believe it’s also a great card to stop Miracles. I think it works like this; player draws a Miracle card. The card has technically entered their hand. They reveal the card and announce the Miracle trigger. The spell is not cast at this point. You respond to the Miracle trigger with Clique picking the Miracle card which I believe is still in the hand at this point. Unless the Miracle spell is instant, they lose the ability to cast the spell(unless they counter VClique). And even if it’s an instant you have to pay full CMC to cast it in response to Clique
So, decent casual card that can be very political. It’s a good meta card to add tools to hate out the combo or Miracle players at the table. Great card for 1v1 and decent card for even a semi competitive to competitive multiplayer deck. Good card is good.
*Edit - my rule for Rhystic Study is that it is up to the opponent to pay or not pay (without reminders) and up to the person playing it to pay attention to whether or not the cost was paid. There should be no reason to have to keep saying "Did you pay the 1?" I have always been up front about this and so far haven't heard any complaints about it. I find that people tend remember to pay the cost pretty quickly if they have issues with their opponent repeatedly drawing cards from it after the first few times it happens.
It's a triggered ability and the player casting the spell doesn't have to pay until after the trigger. I feel it is the responsibility of the player who controls Rhystic to remember the trigger and "announce" it out of common courtesy. In case other players want to respond to that trigger.
Also, they shouldn't be asking "Did you pay" they should be asking "Will you pay." And they should be doing it every trigger.
To be fair, most people take a long time to figure out what to do; in order to play at a respectable pace, they have to plan through all their opponents' turns. Yeah, I can see how frequent wheeling could be problematic for many. Give the Yidris pre-con to an inexperienced player and get ready for a looooooong night. Newbs hate it when I play Niv, and I don't even run that many wheels even compared to the primers on here.
Some take forever to play even when they've been planning
Commanders that wheel a lot e.g Nekusar or Leovold.
That might be indicative of a dangerous thought process I see a lot of players fall into. They fall in love with their hands and make plans too far in advance and get stuck in tunnel vision. It's very dangerous.
You should love your deck. Not your hand. And be able to adjust plans when a wheel hits. I love playing with and against wheels.
Maybe someone will disagree but if mizzix dies more then once, the whole idea of her mechanic gets shafted. Then you're paying 8 mana to hopefully get a discount of 2-3 if that?
Paying more for Mizzix sucks, but it's pretty easy to storm out starting at 3 counters.
And from what you are describing, his deck is VERY interactive. He is interacting with you guys and interacting with your plays. If your deck is lacking removal that is kind of on you...
That's one of my favorite ironies common to this format. Complaining that hyper interactive decks make games "uninteractive." Usually stated by a player whose deck only interacts with itself or with the opponent through the combat step.
One of the biggest problems this format has is that so many people use "it's a casual game" to demonize archetypes they don't like personally. Like they seem to think their opponents shouldn't be allowed to play Magic because it isn't how they want the game to be played. And in before the "control decks don't let me play Magic" argument...No. It doesn't let you play your deck. Your deck poorly designed to deal with control.
In the end it all boils down to relative power levels between decks. Control decks tend to be higher power level decks. Battlecruiser or creature based decks (that aren't strong ETB decks) are pretty weak.
Players should shoulder some responsibility and try to equalize power levels as much as possible in regular play groups. If one guy has a deck significantly more powerful than everyone elses and won't change up, he's a douche. If someone has a deck significantly weaker and won't change up (typically while complaining), he's a douche.
But the idea that certain playstyles or archetypes shouldn't be played because some people have personal issues with them is the ultimate douche attitude.
Against con sphinx, just run lab man. You'll draw him pretty much guaranteed, then decking yourself is a feature not a bug.
Only if you get LabMan before Thief or if you have a way to flash LabMan in.
The best way to run Thief is to just avoid Sphinx altogether by playing Thief in a heavy control shell with all the wheels. Flash Thief in response to one of your own wheels. Empty your opponents' hands while putting 20+ in yours. In a heavy control shell they won't be able to really ever resolve anything of significance top decking 1 card max per turn so you have all the time in the world to win. Though you should be able to find your wincon off the wheel or on your next turn.
I think you should play the Leovold/Puzzle Box deck. Stuff it full of control, card draw and tutors. Lock them out then slow draw into a LabMan win. Don't even combo into the LabMan win. Punish them for what sounds like very poor threat assessment for a little while.
Even if it didn’t work on MTGO, unless they’ve fixed a lot since I last used the program, there are things that don’t work properly in the program so using it as a rules example is kinda silly.
As far as your initial question, the power level issue aside, there isn’t much you can do beyond what you did. You tried to explain the rule and you had a judge back you up. If they can’t accept that then they will have future problems playing Magic. Hopefully, after getting over their feelings on how the game ended they might be willing to accept they had the rules wrong.
The power level issue is only relevant because it put them in the mindset where they didn’t want to like you or agree with anything you said. So there you sort of have two choices; you can play weaker decks against them or you can accept that after every game with you they will be salty and unreasonable.
I believe it’s also a great card to stop Miracles. I think it works like this; player draws a Miracle card. The card has technically entered their hand. They reveal the card and announce the Miracle trigger. The spell is not cast at this point. You respond to the Miracle trigger with Clique picking the Miracle card which I believe is still in the hand at this point. Unless the Miracle spell is instant, they lose the ability to cast the spell(unless they counter VClique). And even if it’s an instant you have to pay full CMC to cast it in response to Clique
So, decent casual card that can be very political. It’s a good meta card to add tools to hate out the combo or Miracle players at the table. Great card for 1v1 and decent card for even a semi competitive to competitive multiplayer deck. Good card is good.
It's a triggered ability and the player casting the spell doesn't have to pay until after the trigger. I feel it is the responsibility of the player who controls Rhystic to remember the trigger and "announce" it out of common courtesy. In case other players want to respond to that trigger.
Also, they shouldn't be asking "Did you pay" they should be asking "Will you pay." And they should be doing it every trigger.
Some take forever to play even when they've been planning
That might be indicative of a dangerous thought process I see a lot of players fall into. They fall in love with their hands and make plans too far in advance and get stuck in tunnel vision. It's very dangerous.
You should love your deck. Not your hand. And be able to adjust plans when a wheel hits. I love playing with and against wheels.
Paying more for Mizzix sucks, but it's pretty easy to storm out starting at 3 counters.
That's one of my favorite ironies common to this format. Complaining that hyper interactive decks make games "uninteractive." Usually stated by a player whose deck only interacts with itself or with the opponent through the combat step.
One of the biggest problems this format has is that so many people use "it's a casual game" to demonize archetypes they don't like personally. Like they seem to think their opponents shouldn't be allowed to play Magic because it isn't how they want the game to be played. And in before the "control decks don't let me play Magic" argument...No. It doesn't let you play your deck. Your deck poorly designed to deal with control.
In the end it all boils down to relative power levels between decks. Control decks tend to be higher power level decks. Battlecruiser or creature based decks (that aren't strong ETB decks) are pretty weak.
Players should shoulder some responsibility and try to equalize power levels as much as possible in regular play groups. If one guy has a deck significantly more powerful than everyone elses and won't change up, he's a douche. If someone has a deck significantly weaker and won't change up (typically while complaining), he's a douche.
But the idea that certain playstyles or archetypes shouldn't be played because some people have personal issues with them is the ultimate douche attitude.
Only if you get LabMan before Thief or if you have a way to flash LabMan in.
The best way to run Thief is to just avoid Sphinx altogether by playing Thief in a heavy control shell with all the wheels. Flash Thief in response to one of your own wheels. Empty your opponents' hands while putting 20+ in yours. In a heavy control shell they won't be able to really ever resolve anything of significance top decking 1 card max per turn so you have all the time in the world to win. Though you should be able to find your wincon off the wheel or on your next turn.
No. People will abuse this and it will be brutal.
I'm interested in a few things.
In a format where artifacts make up between 10-30% of a lot of decks, Ceremonious Rejection is now pretty much an auto include in most blue decks.
Cataclysmic Gearhulk is going to be useful for many decks.
Gonti, Lord of Luxury can fit in most decks with black and can be built around.
Rashmi, Eternities Crafter is bonkers. Especially for control.
Saheeli Rai is going to be good. That -2 is stronger than a lot of people think.
I'm also interested in a few energy counter cards. Depending on just how much support the mechanic gets.
Then move to something a little more friendly.