I'm currently picking up the last couple of cards I need to finish my first cube (360 cards, unpowered, probably on par or slightly less powerful than the MTGO Legendary cube, list not yet on cubetutor), and I am looking for some advice about my current fetchland situation. Basically, I have all 5 from Onslaught/Khans, but none from Zendikar. The rule I made for myself was that I was not going to include any card worth more than 50$, that I didn't already own. Obviously, if I stick to this rule, Zendikar fetchlands are out, barring a reprint. I want to make sure that my cube has good fixing available in all colors, so I'm trying to figure out what I should do. So far I've come up with several options, but I would love to get some more input and hear any ideas you all have.
Option A: Proxy the fetches. Perfect for functionality, but it would be nice to have real versions of every card. Right now I'm leaning toward this option.
Option B: No fetches at all. I would end up running shocks, manlands and probably checklands. How much would this option hurt my fixing?
Option C: Run checklands, shocks and manlands for all guilds, run the 5 fetches I have and signets for the other 5 guilds. I've convinced myself that this kind of makes sense, but I have trouble putting into words why... The main problem that I see with this plan is that it provides good ramp options to all colors, which might undermine green
Yesterday I was drafting at my LGS and made the finals. My opponent in the finals wasn't very confident in his deck, but ended up crushing me in two games solely due to one card, Colossus of Akros.
He was running it in a green ramp shell and was able to get it out relatively early both games. In each game I was far ahead on board before it hit, but was unable to push through damage afterwards. After he stabilized he just waited a couple of turns, made it monstrous and one hit me. It drove me crazy!
I was just really shocked at the effect it had on my games. It's a card that often tables at our drafts or just sits in sideboards, so seeing it do so much work caught me off guard. Basically I'm wondering, do you consider Colossus to be a playable card and in what kind of shell do you play it or not play it?
Tonight at draft I was playing a white red deck with Molten Birth. In the first two games against my opponent in the finals, we agreed on using dice rolls as a substitute. A roll of 1-3 would count as Heads and 4-6 would count as Tails.
In game 3, I won my first 5 or so flips. During my sixth flip I grabbed my die, but before I rolled it, my opponent told me to flip a coin instead. Given that the die was already in my hand and that we had already established a die roll as a reasonable proxy, I said no and rolled the dice instead, once again winning the roll.
My opponent was upset and argued that, since the card stated that a coin was to be used, the roll was void. Eventually we called over an experienced player and he said that he thought I won the roll, but that in the future we should use a coin flip, as suggested by my opponent.
I was hoping someone could give me a ruling for what should have happened in this situation. Does him asking me to flip a coin void my dice roll? If we had already agreed to use dice, is my opponent allowed to ask me to instead use a coin mid game? Am I allowed to decline?
Favorite Playstyle: I've always played aggro but am open to trying something new. I'll never get better if I play the same decks all the time!
How Competitive: FNM level
Favorite Cards/Colors: White and red.
Budget: 200 to start and then more over time.
Staples: Nothing!
In the past couple of weeks I've been looking into modern, but I'm pretty lost and could use some expert advice. There are a couple of things I want out of my deck. First, I don't necessarily care about having the best deck, but instead having one that is consistent and that I can count on to win about 50% of my games. Also, I don't want to spend too much money right away. I'm thinking about getting a cheaper deck to get my feet wet in the format.
My meta has a lot of Melira Pod, moderate amounts of Burn and Affinity as well as some Twin, Jund and hate bears.
After looking at a bunch of lists and seeing how different decks played I narrowed my choices to Soul Sisters, Mono Blue Tron and Budget Twin. Being obsessive, I then made a pro con list to each deck:
Soul Sisters: Pros - seems like a reasonably simple, fun deck to play, that won't break my bank.
Cons - Is it bad against my meta? I think it has a bad Melira Pod matchup, but I don't know enough to be sure.
Mono Blue Tron - Would introduce me to a new play style. Who doesn't love dropping fatties?
Cons - Supposedly just flat out loses some matchups. How well can I play control when I don't know the format?
Budget Twin - Pros - Room to improve as I put more money into the deck (for things like fetches). Seems like a top tier deck.
Cons- Do really want to put all of my money into one deck? Are fetchlands a good investment, or will they come crashing down?
I'm currently picking up the last couple of cards I need to finish my first cube (360 cards, unpowered, probably on par or slightly less powerful than the MTGO Legendary cube, list not yet on cubetutor), and I am looking for some advice about my current fetchland situation. Basically, I have all 5 from Onslaught/Khans, but none from Zendikar. The rule I made for myself was that I was not going to include any card worth more than 50$, that I didn't already own. Obviously, if I stick to this rule, Zendikar fetchlands are out, barring a reprint. I want to make sure that my cube has good fixing available in all colors, so I'm trying to figure out what I should do. So far I've come up with several options, but I would love to get some more input and hear any ideas you all have.
Option A: Proxy the fetches. Perfect for functionality, but it would be nice to have real versions of every card. Right now I'm leaning toward this option.
Option B: No fetches at all. I would end up running shocks, manlands and probably checklands. How much would this option hurt my fixing?
Option C: Run checklands, shocks and manlands for all guilds, run the 5 fetches I have and signets for the other 5 guilds. I've convinced myself that this kind of makes sense, but I have trouble putting into words why... The main problem that I see with this plan is that it provides good ramp options to all colors, which might undermine green
Thanks so much for your help!
He was running it in a green ramp shell and was able to get it out relatively early both games. In each game I was far ahead on board before it hit, but was unable to push through damage afterwards. After he stabilized he just waited a couple of turns, made it monstrous and one hit me. It drove me crazy!
I was just really shocked at the effect it had on my games. It's a card that often tables at our drafts or just sits in sideboards, so seeing it do so much work caught me off guard. Basically I'm wondering, do you consider Colossus to be a playable card and in what kind of shell do you play it or not play it?
In game 3, I won my first 5 or so flips. During my sixth flip I grabbed my die, but before I rolled it, my opponent told me to flip a coin instead. Given that the die was already in my hand and that we had already established a die roll as a reasonable proxy, I said no and rolled the dice instead, once again winning the roll.
My opponent was upset and argued that, since the card stated that a coin was to be used, the roll was void. Eventually we called over an experienced player and he said that he thought I won the roll, but that in the future we should use a coin flip, as suggested by my opponent.
I was hoping someone could give me a ruling for what should have happened in this situation. Does him asking me to flip a coin void my dice roll? If we had already agreed to use dice, is my opponent allowed to ask me to instead use a coin mid game? Am I allowed to decline?
Thanks!
How Competitive: FNM level
Favorite Cards/Colors: White and red.
Budget: 200 to start and then more over time.
Staples: Nothing!
In the past couple of weeks I've been looking into modern, but I'm pretty lost and could use some expert advice. There are a couple of things I want out of my deck. First, I don't necessarily care about having the best deck, but instead having one that is consistent and that I can count on to win about 50% of my games. Also, I don't want to spend too much money right away. I'm thinking about getting a cheaper deck to get my feet wet in the format.
My meta has a lot of Melira Pod, moderate amounts of Burn and Affinity as well as some Twin, Jund and hate bears.
After looking at a bunch of lists and seeing how different decks played I narrowed my choices to Soul Sisters, Mono Blue Tron and Budget Twin. Being obsessive, I then made a pro con list to each deck:
Soul Sisters: Pros - seems like a reasonably simple, fun deck to play, that won't break my bank.
Cons - Is it bad against my meta? I think it has a bad Melira Pod matchup, but I don't know enough to be sure.
Mono Blue Tron - Would introduce me to a new play style. Who doesn't love dropping fatties?
Cons - Supposedly just flat out loses some matchups. How well can I play control when I don't know the format?
Budget Twin - Pros - Room to improve as I put more money into the deck (for things like fetches). Seems like a top tier deck.
Cons- Do really want to put all of my money into one deck? Are fetchlands a good investment, or will they come crashing down?