- jnewhouse
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Member for 18 years, 1 month, and 19 days
Last active Sun, Nov, 5 2017 16:32:38
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Sep 1, 2015jnewhouse posted a message on The Magic Street Journal: Glitter, Gimmicks, and Glamours - Wizards' Reprint ShenanigansSales increase by continuing to grow the player base.Posted in: Articles
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Aug 31, 2015jnewhouse posted a message on The Magic Street Journal: Glitter, Gimmicks, and Glamours - Wizards' Reprint ShenanigansI disagree with almost everything in here. There's no bubble. Wizards decided that there should be something ultra rare, and it is something that doesn't actually give an in game advantage. Magic continues to grow. That isn't because of new gimmicks, but because more people are playing then ever. I have friends who maybe learned the rules 15 years ago who now buy boxes just to draft because the game is fun. The kids that were playing in 2000 are now adults with jobs that allow them to spend money. This is some chicken little stuff, which I suppose has always been endemic in the MTG community. For instance look at the declarations of doom that preceded the introduction of Play Points on MODO.Posted in: Articles
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1 Academy Ruins
1 Aether Hub
1 Forest
4 Darksteel Citadel
2 Inventors' Fair
4 Sanctum of Ugin
4 Spire of Industry
Spells
4 Ancient Stirrings
1 Thoughtcast
Artifacts
4 Chromatic Sphere
4 Chromatic Star
2 Engineered Explosives
2 Everflowing Chalice
2 Hangarback Walker
4 Ichor Wellspring
4 Krark-Clan Ironworks
1 Mind Stone
4 Mox Opal
4 Terrarion
1 Emrakul, the Aeons Torn
2 Myr Retriever
4 Scrap Trawler
1 Battle at the Bridge
3 Defense Grid
2 Ghirapur Aether Grid
1 Hangarback Walker
4 Nature's Claim
2 Nihil Spellbomb
2 Thought-Knot Seer
Round 1 - Grixis Delver (2-0)
Game 1: Have a good start with opal and darksteel, am able to drop Trawler turn 2, with an EE on 1, have Academy Ruins and enough mana to keep recurring Trawlers. Go off on turn 8, casting EE with x=7 to fetch Trawlers and go infinite. Low on time so just make a giant hangarback and win the next turn.
Game 2: Drop a turn 2 Defense Grid after he plays Tasigur. A KCI eats a Ceremonious Rejection for 3U, but I have another and Trawler in hand. Not guaranteed to go off, but get there with another EE on 7. Him tapping out lets me use defense grid in my chains. Again win on a giant Hangarback because of time.
Round 2 - Humans Company (0-2)
This matchup is miserable
Game 1 - Turn 3 Company for 2/1 Thalia, my draw is too awkward to overcome that, deal lethal on turn 5.
Game 2 - Another awkward draw, have to Nature's Claim rest in peace, turn 4 Company hits Kambala and Meddling Mage, which is very difficult to beat.
Round 3 - Eldrazi Tron (2-0)
Game 1 - Have Mox, but land light. They don't find a chalice and I have enough eggs that I probably won't miss turn 4. I don't miss, despite a Relic (Relic is seldom a problem).
Game 2 - They side in Ratchet Bomb, which does little. They cast chalice on turn 4, but I have KCI, 2x Trawler, a Mox, and Inventors' Fair, so I'm able to fetch EE and go off. End up killing them with Aether Grid, which is fun.
Round 4 - Eldrazi Tron (2-0)
Game 1 - Turn 2 Chalice from them, but I've dropped 2 rocks and have EE in hand, so it isn't a problem. Plays another turn 3, but my Scrap Trawler lets me get it back. Have a hard time finding KCI so trade trawler with with a Matter Reshaper to get back two eggs (had double trawler). This let me get enough mana to Inventors' Fair into KCI and try to go off. I crack two sanctums to get the infinite mana creatures, but don't have any eggs, so have to pass with 2x trawler, KCI up. Game goes on for a couple more turns, he casts Karn, Reality Smasher, and TKS. Eventually resolve hangarback for X=14, which gives just enough to win over several turns and another Karn. At this point my clock was down to 6:22, so I'd have to win the next game more quickly.
Game 2 - 1 lander with Emrakul, but it has Stirrings and EE plus rocks, so I keep. Opponent Pithing Needles KCI, not knowing how cards work. Have time to EOT Fair for KCI, cast Emrakul on turn 5.
Round 5 - Affinity (1-2)
Game 1 - have a fast Mox/Darksteel start, combo him on turn 3 while at 19.
Game 2 - He clocks me with Cranial Plating, dealing lethal on turn 4.
Game 3 - Mulligan to 5, keep hand with Stirrings and Thoughtcast. Have to pop EE on 0 to not die on turn 3, and can't get there on my turn 4.
Round 6 - Burn (2-1)
Game 1 - Keep a slow hand that needs something to turn on my double Mox. He puts me to 5 before I untap, play KCI, and cast the Emrakul in hand.
Game 2 - He has a fast start and hits me with Eidolon when I'm at 4. Don't have a ton going on my side and quickly lose.
Game 3 - Keep a hand that'll let me turn three TKS, he's boarded in Rest In Peace, which seams like a bad idea, since it slows them. TKS provides enough resistance for me to try to go off on turn 5. I'm able to academy back my KCI and draw in response to Destructive Revelry, but pass the turn with KCI and Trawler at 11. He bolts my trawler, I get back Retriever, and he concedes.
Round 7 - Scapeshift (2-1)
Game 1 - knew I could wait until turn 4, so just setup with KCI and Trawler. He Titans turn 4, I go off in response.
Game 2 - I keep a terrible hand, watching the replay. I guess I thought TKS would be useful? He has turn 4 Titan, and I've got nothing, dying the next turn.
Game 3 - Mulligan to 5, scry KCI to the top. He pacts for Reclamation Sage on my Mox, which was annoying, since I could've KCI'd th next turn. He misses a land drop, giving me time. Turn 6 he resolves Titan, I combo in response.
Round 8 - Eldrazi Tron (2-0)
Game 1 - He is on the play and has tron into Reality Smasher and Chalice. I have EE, KCI, 2x Trawler in hand, so just blow his chalice and combo off. I Can't find a mana rock except spheres, and end up passing with a Trawler and 5/5 Hangarback. Next turn I draw another Trawler, eventually get Emrakul and win.
Game 2 - He has turn 2 chalice, but not much of a clock. I resolve KCI turn 3 and pass. Turn 4, use Inventor's Fair for EE, have a ton of rocks and go off.
Sad the next MOCS thing isn't Modern, but I think I'll try to dance in the next weekend thing. I'm pretty happy with the deck, and feel like it is well positioned in the online metagame. I only saw white once, and counters once.
1 Aether Hub
4 Ancient Stirrings
4 Chromatic Sphere
1 Emrakul, the Aeons Torn
4 Darksteel Citadel
2 Engineered Explosives
4 Chromatic Star
1 Forest
2 Hangarback Walker
4 Ichor Wellspring
2 Inventors' Fair
4 Krark-Clan Ironworks
4 Mox Opal
4 Sanctum of Ugin
4 Scrap Trawler
4 Spire of Industry
1 Thoughtcast
2 Everflowing Chalice
1 Mind Stone
4 Terrarion
2 Myr Retriever
3 Defense Grid
2 Ghirapur Aether Grid
4 Nature's Claim
2 Nihil Spellbomb
1 Hangarback Walker
2 Thought-Knot Seer
3 Monastery Mentor
1 Blightsteel Colossus
Spells:
3 Gitaxian Probe
1 Ponder
4 Preordain
1 Time Walk
1 Treasure Cruise
3 Dig Through Time
1 Ancestral Recall
1 Brainstorm
4 Force of Will
4 Gush
4 Mental Misstep
1 Repeal
2 Swords to Plowshares
1 Tinker
1 Balance
1 Black Lotus
1 Mox Sapphire
1 Mox Pearl
1 Time Vault
1 Voltaic Key
1 Sensei's Divining Top
1 Sol Ring
Planeswalkers:
2 Jace, the Mind Sculptor
Lands:
3 Polluted Delta
1 Strip Mine
2 Island
4 Tundra
1 Library of Alexandria
4 Flooded Strand
2 Tormod's Crypt
2 Flusterstorm
4 Rest in Peace
1 Hurkyl's Recall
2 Kataki, War's Wage
1 Plains
1 Mana Drain
2 Energy Flux
You can't play Vindicate in Death and Taxes, and one of the main stumbling blocks for D&T has been an inability to deal with TNN. This will definitely see play in D&T and should make the deck more competitive. It's not a 4 of in Esper or anything, but definitely changes the meta.