The point is that poison shouldn't exist at all because it doesn't add to the game, it only fragments it in an unneeded manner.
Not only does it initially fragment it, but as you stated it forces mechanics to support it if it's to be any serious mechanic, thus fragmenting the game further... Until eventually we have two different games that don't even really make sense together.
As silly as it sounds, I could play Magic vs. Yu-gi-oh and come out even, as long as we keep our life totals respective to each game, but removal equal. This isn't to compare Magic to Yu-Gi-Oh, but rather to say that making two games out of one, but dividing simple things like types of damage done by creatures is not a good idea. Sure your creatures do X times more damage, but my life total is X times more as well, or in this case my life total is X times less and your creatures do X times less...
You bringing up things like tribal, or mechanic support, shows me that you don't grasp the point I'm bringing across. Infect creates a secondary game within magic, not a mechanic alone, and that's the issue.
- Demagogue
- Registered User
-
Member for 17 years, 5 months, and 6 days
Last active Sun, Feb, 2 2014 10:00:27
- 2 Followers
- 3,343 Total Posts
- 89 Thanks
-
Dec 14, 2010Demagogue posted a message on Mechanic RundownPoison is part of Infect, the part that makes it significantly worse than Wither... And even Poison wasn't as bad in the past, as the creatures still did their regular damage.Posted in: Demagogue Blog
Tribal was playable with other cards, and didn't matter if it was Tribal. A Tarfire is still a Shock, that just happens to have extra rules text, but a card with Infect isn't the same as a card without Infect when needed to be. Imagine if Tribal cards did a specific kind of damage. That Tarfire now does "Goblin Damage" and your opponent has a regular life total and a "Goblin life total".
Does that help explain things? Distance yourself from the fact that Infect is linear, and focus more on the part where you simply can't play Infect and Non-Infect cards in the same deck as you'd be focusing on two life totals during the game instead of just one... There honestly isn't a comparison for Infect as a mechanic, because there hasn't been one in Magic's history that has literally kept you from playing with other cards as a whole in such a visible way.
Taking this to a bit more of an extreme, imagine if Wizards said you can only play a maximum of two colours in your deck, period. Infect is a softer version of saying you can play "A creatures/spells" or "B creature/spells", where as every other mechanic says "Preferably play with more A or B cards, but you can still play them with any other cards." -
Dec 14, 2010Demagogue posted a message on Mechanic RundownLinear is one thing, but a mechanic that excludes itself from play with other mechanics is far worse.Posted in: Demagogue Blog
As I was saying above, I do find things like Slivers boring, but I'm not exactly going to call them bad mechanics. Slivers can be played in non-Sliver decks which is the important part, and we've seen various Slivers pop up alone in various decks.
Infect, because of the secondary life total basically doesn't give you that option. You can't play 1-2 Infect creatures in your regular deck, as they end up making your deck inconsistent unless you focus on them specifically. There's no fun in finishing the game with your opponent at 2 life and 8 Poison counters while you're at 0 life.
Furthermore, it restricts what cards might see play as a whole in various formats. Phyrexian Crusader could have easily made a splash in Extended in various decks if he had Wither as opposed to Infect, but as it stands now you can't really play him in your Jund, Doran, etc builds, simply because he has Infect. Something being a Sliver has never stopped it from seeing play in various decks, but with Infect that's clearly the case.
So as I said, Infect isn't simply linear, it's exclusive to itself, meaning that you aren't simply compelled to play it in mass because of how it is, but rather you have no choice but to either play it in mass or not at all when it comes to constructed.
=====================
Remember, don't think about the cards as much as the mechanic itself in an abstract sense, because I'm not discussing the power of a mechanic, rather the usages of it.
Now imagine if Wizards announced tomorrow that all creatures in the next set would be divided into "A" creatures and "B" creatures, and each player would have a different life total for "A" and "B" damage. What does this mean to you?
To me it means they're adding bloat to the game that literally restricts your ability to play cards of one type or another, as you can't be focusing on an "A" life total and a "B" life total without hampering your deck greatly. This is essentially what Infect is, it's a segregation of which creatures you can play with which other creatures.
This isn't the same as a tribal theme or whatever else, this is simply a segregation, because whether something is a Goblin, Sliver, or Contraption, it still deals "A" damage, like every other spell and creature. While on the other hand Infect deals "B" damage and just so happens to have Wither on all of its creatures.
See the difference between a linear and an exclusive mechanic? -
Dec 13, 2010Demagogue posted a message on Mechanic RundownI'd say Persist is a good mechanic that sits with Flash Back more so than Cycling or Dredge. It has a lot of uses and interactions but it's not quite an "engine" mechanic on the side like the other two.Posted in: Demagogue Blog
I'm sure I neglected to mention tons of mechanics, as this is mostly an explanation about why I think Infect is a bad mechanic, and as such I just listed a few off of the top of my head that I thought were general enough to get the point across.
I'd say most mechanics fall in the "Ok-ish" to "Good" range as it's rather hard to make a mechanic that simply cuts a colour apart like Infect does. -
Dec 13, 2010Demagogue posted a message on Mechanic RundownI'd like to start off by saying that I wasn't aware that blogs were so visible automatically when posted and I mostly threw this up here for my own benefit rather than a post I wanted to present as a sort of article.Posted in: Demagogue Blog
That being said I guess I should give a little prelude to this whole post. Basically this was a post I made in the Mirran/Phyrexian Crusader thread when I got tired of people repeating the same old phrase that "Infect hasn't been fully revealed yet, it can still be good in constructed!" when I said "Infect is bad for constructed". The difference being that a mechanic can be good in various formats but it doesn't mean it's good for the formats, as in it doesn't really contribute anything to them aside from itself and has little to no interaction with everything else. So this isn't about cards themselves as much as the general theory of various mechanics and how I view them in terms of what they can provide for a constructed format, and specifically Standard.
My issue with Infect isn't that it's very obvious and straight forward, as I don't mind Allies or Slivers, aside from the fact that they tend to be boring, but rather that it has no interaction and forces you to pretty much only play Infect. As in, Allies are obviously supposed to go with Allies but I can still play a Battlemaster as a 2/2 for 2 with various abilities in decks that don't really run other allies... Silvers are the same way, Harmonic Sliver is a solid utility creature first and a Sliver second. Infect however doesn't have this benefit as we can see from Phyrexian Crusader who instead of being a beastly aggro card becomes only playable in Infect and maybe as a sideboard card in UB to act as a wall, but because of Infect it can't really be an option as a maindeck card like it would be if it simply had Wither. In short, Infect doesn't only work as an overly simplified mechanic in terms of what it works well with, but it essentially cuts your creature options as you can't really focus on two different life totals. On top of all of this, once it's there, it's there, and you don't have ways of really doing much about it once it happens, thus making it a very onesided mechanic... It's just a pile of bad stuff.
Moving on, some one else brought up the Dredge issue, and while I agree that it's a controversial listing, but I think my reply to him is valid for this too:
Dredge was a really hard decision for me honestly. Originally I had Cycling in mind as the "Holy Grail" category all by itself simply because of how complex and simple it is at the same time.
The reason I included Dredge, even if it's usually more about Dredge with more Dredge, is because there are Dredge cards that are fine on their own. Just to give a few examples:
- Moldervine Cloak: It was great in UG control that pre-dated Scryb Force and ran things like Looter, Call, and so forth. It was a Tempo deck and the Cloak was great for simply a reusable enchantment that went on your Birds or Looter and allowed you to beat in. It also sometimes had the benefit of giving you a Call in the Yard so if you had six mana for some reason you could get two spells out of it... And it does have it's advantages over just running equipment, while also having disadvantages.
- Graveshell Scarab: It was a solid card with a very reasonable Dredge cost that basically replaced 1 card for 1 card. It also had the benefit of letting you draw cards in response to removal or damage stacking, and getting it back the next turn instead of risking a top deck. It was a tad overcosted though.
- Life from the Loam: This card is playable and it benefits itself via Dredge because it can get more targets into the yard while you Dredge it. More so it has great uses like in 42Lands.dec because it's massive card advantage when coupled with your Cycling lands.
- Necroplasm: This is a pretty good example of a card that's both an engine and a spell. In Solar Pox it helped get a Haakon or Fattie in the yard while also being cast in order to slow down aggro because it could blow up the board slowly or act as a simple blocker.
Cycling is still LEAGUES beyond any mechanic in my mind, but I felt like Dredge was both a good engine for many decks and still had enough playable cards in it to put it just above the "good" status. The biggest issue with Dredge is that it either has to be costed in such a way that milling could become an issue or the cards have to be slightly worse in one way or another if they have a low Dredge cost. Though that opens up the question of "Do you want this assured card, or risk a top deck" which is the case of the Scarab as it's slightly overcosted but also assures a specific draw... Though once again Flashback and Unearth make Dredge a little stronger because all of a sudden "Woops, Graveshell is now a 3/3 for 3 or itself."
I see your issue with Cycling, but what you have to understand other colours have better options than simply playing Cycling on its own. As things like Stoneforge, Hawk, Visionary, and so forth all offer up card advantage without too big of a tempo hit, while Cycling offers a minor tempo hit in exchange for a cantrip and nothing more. Blue still has the advantage because things like Ponder or Preordain aren't simply cantrips but allow you to dig or set up your draws.
Finally Cycling is generally printed in such a way that it's not simply superior to other cards of the same type, rather it's a "sidegrade" that opens up new options. The lands with Cycling weren't simply a land with Cycling but a land that came into play tapped and was non-basic, meaning that you had to make a choice of how much tempo you were willing to possibly give up in terms of playing these lands and how many of them you truly wanted... So really, Cycling makes slightly underpowered cards playable, while also opening up new tactics simply because of how many things Cycling actually does without most people realising it. Open the Vaults wasn't an incredibly broken deck despite having a huge amount of Cycling and not too much counters in the format, but it still used the discarding aspect of Cycling and the Cantrip to fuel its graveyard...
============
Wither actually saw print on non-creature spells, such as Puncture Blast.
The reason I lump those mechanics together is that they're good but they aren't as interesting as Dredge or Cycling in terms of play. Of course, like everything they all need to be done in moderation, but I'm not opposed to seeing any of them showing up, although I'm not looking for ways to break them either when they do show up.
============================
Landfall existed before Landfall the keyword, it came out in Ravica in the form of a Treespeaker and Vinelasher. It can be interesting but at the same time it's a lot more restrictive than the simplistic mechanics mentioned above and it doesn't really allow as much interaction as Cycling and Dredge. It also pushes you into a certain direction more than Kicker, but not as much as to force you into a purely landfall deck.
===========
Affinity was a mechanic I liked, but mostly because Affinity was an Aggro-Combo deck that was incredibly interesting. However, as a whole Affinity was broken by the fact that Wizards wanted it to be playable and gave it a little too much support in one block. The artifact lands were actually the biggest problem in Affinity as not only did they fuel Ravager and Disciple but they basically produced 2 mana each for cards with Affinity. Cards like Forgmite, Enforcer, and Thought Cast aren't as good when your lands aren't producing 1U or 1R each for them and your Chrome Mox is also producing 2 mana.
Of course Affinity could still be ok if not for Disciple, Blast, and Ravager, but then it would be a little underpowered as a whole.
===================
Boy did I have a lot to say on this, maybe I should start submitting articles and calling them something silly like "Mana Myr Monday Material" xD. - To post a comment, please login or register a new account.
Uh... Well that one movie came to mind, Werewolf Women of the SS. I originally linked the trailer but it showed nipples in one scene, so you know, that was bad.
I never said it was the best mox, just that it was the best mox a lot of the time. It enables a lot more plays than any mox does, and most of the time if I'm looking to tutor for a mana source, I'm going for Crypt as it can allow me to make more plays that a mox wouldn't. Not to mention that it gives you an easier turn 1 Tinker than any other mana producing artifact.
Of course it has a downside the Moxen don't, and I will have more decks that run Moxen and not Crypt, but it's still stronger than the Moxen in a lot of cases.
Land, go.
Land, go.
Land, go. Eot Ancestral Recall, Mental Misstep his Misstep, get Recall Misdirectioned to him... Rage.
Land, go.
Mox, go.
Yawgmoth's Will? -> Too complicated to put into words.
Hell, let's look at it this way, even if the cards stay where they are, because demand ends up increasing with supply, the big difference will be that people will be able to find these cards in trade binders more often. I know I've seen tons more Bobs and Goyfs in people's binders lately, which means I can always get them via trade if I don't want to buy them... Sure, I traded for an Emerald recently, but it was because I knew a guy who was willing to do it to finish a deck, and I either accepted the Mox in the condition it was in, for what he wanted, or I'd simply not be able to find another one any time soon. I've been walking around for a while now with several foil Onslaught Fetches and more, and still haven't been able to easily find anyone willing to trade power away at a reasonable number, but I've seen plenty of goyfs and stuff.
Hey, hey, hey now... You say it like alcoholism is a bad thing :/.
I don't mind people saying "Well, I don't really need this, or I don't want to pay this price..." but to say that the values are somehow wrong, because you don't believe them is asinine.
Like again, if you tell me you're speculating, or that you simply are fond of the card, and don't want to trade it unless it's at an inflated cost because of that, I'll respect that, but to devalue a product simply because you don't view it as being able to cost money is obnoxious.
British or American... Or are you talking about fries?
https://www.youtube.com/watch?v=N1bEsYXx9wc
That's so pretty!
Is that the deck that had the feature match in the second or third round of Vintage champs against Reid Duke and mind gamed him in game 2?
I'd say Dredge really depends on what you play in it. There are Dredge builds that make it very combo like, and those tend to be popular since they have explosive hands. On the other hand, something like Cage-Breaker Dredge, which was popular for a while didn't run any of the Dread Return tricks but rather just won off of Bloodghast and Ichorid alone. It used those slots to run main deck Ingot Chewers and stuff, as they broke Cages and triggered Bridge. I'd say Cage-Breaker is much more of an aggro deck that has a very powerful threat generation rate than a combo deck exactly, as it doesn't really combo as much as it sticks a Bazaar and then drops a bunch of dudes who smash in.
I don't really think it's a semantics debate, and in all reality this is an important debate to be had, so much so that it's been creating a lot of conflict in the vintage community.
As I mentioned with Delver, the Delver deck wants to protect its guys, Merfolk doesn't so much use the counterspells to protect its guys as it uses them to keep from just losing the game. Sure, the counters can protect your guys, but so can Boros Charm. Mostly what the counters do is buy you extra attack phases, they exist more to act as a Lightning Bolt against a lot of decks, as they can actually stop a Blightsteel or Griselbrand.
The other thing is that Merfolk does run Phantasmal Image and no amount of counters will protect it once it has been targeted. In all honesty though, every aggro deck can be considered an aggro-control deck, because they all run some form of removal or disruption. Force of Will is typically seen as an aggro-control card, since it hurts your already poor card advantage, but in Vintage the power dynamic is so different that Force no longer acts as a tempo play that depends on you having one substantial threat as an aggro control deck would.
I don't like the idea that "If a deck was XYZ historically, it's still XYZ now." Things change, and originally Necropotence was an aggro deck. Though if you really want to get into the history of it, here's what I found while looking at the wiki for the definition of aggro:
Yes, I know Fish has changed over time to basically be any hate bear deck, and Merfolk are Merfolk now, but the name Fish comes from the original Merfolk deck as stated above.
Source: http://wiki.mtgsalvation.com/article/Aggro_deck
1.) The power 9, while strong, are not mandatory. Most of the time the effect of power will be a result of what deck you play, with some decks relying more on it than others.
The current Vintage championship deck (Merfolk) ran only 4 of the 9 (Time Walk, Sapphire, Lotus, Recall), and as far as things went the Sapphire hurt as much as it helped. Time Walk was probably the most valuable of the spells since it was an extra untap and attack phase that let him close out the game.
More so, the 20th deck overall was an unpowered Merfolk deck. I also know an unpowered WGB Hate Bear deck that started 4-0 made it to 34th place. I've seen other events where unpowered lists did pretty well, even Mono-White hate bears which I played at one point. It has a lot to do with knowing how to play against the powered decks without sacrificing your ability to beat various types of decks to simply hate on the power.
Video coverage of round 5 of the unpowered Junk Deck: https://www.youtube.com/watch?v=vVhGOdwiGZ4
Also a mono-White list that has done well in multiple 40+ player events making multiple top 16s
13th - Eduardo Medrano - White Trash
3 Cavern of Souls
3 Ghost Quarter
11 Plains
1 Strip Mine
4 Wasteland
2 Aven Mindcensor
2 Grand Abolisher
2 Jötun Grunt
2 Kataki, War's Wage
4 Leonin Arbiter
3 Leonin Relic-Warder
3 Phyrexian Revoker
4 Student of Warfare
3 Thalia, Guardian of Thraben
4 Grafdigger's Cage
4 Mental Misstep
2 Path to Exile
3 Stony Silence
3 True Believer
1 Abolish
2 Disenchant
2 Path to Exile
2 Serenity
3 Surgical Extraction
2 Swords to Plowshares
=====================
2.) Merfolk is an aggro deck, and while people will argue that it's actually aggro-control, I don't really believe that. If you look at it, Delver is an aggro control deck, it wants to land one or two guys and then protect that or those guys, and it only runs 11-12 creatures. Merfolk on the other hand wants to constantly be playing out guys, punishing your mana with Null-Rods and Wastelands, and the Force of Wills are only there to prevent the game ending spell rather than establish true control. Not only that but Merfolk runs a total of 24 creatures, compared to Delvers 12. Even the BUG Fish deck that won Bazaar of Moxen only ran 16 creatures.
The main thing I think that throws people off, is that it runs a decent amount of counter spells, but really I think this is just a matter of it being Vintage and the counters it run play more of a Wasteland role, than an actual control role. The reason being that while you can deny mana in many ways, the opposing decks can and will at times just brute force mana out with Moxen and you kind of need to have more appropriate answers for that... It's kind of like in Standard where you're trying to keep them from getting Wrath of God mana by running Armageddon and stuff, but here you're looking at them cracking a Fetch, dropping a land+mox or just a Mana Crypt, and then casting Toxic Deluge, and as such you need an answer like Force of Will or Daze, so that you can hinder their ability to wrath or just kill you.
It's just like how Vintage Goblins would rather run Earwig Squad over Goblin Ringleader because not only does it give them a better clock but because Tutors are better decks tend to be more threat light, so a single Squad can completely shut out a deck or come close to it, whereas the Ringleader won't really help you combat their threats and in Vintage the threats are much scarier than in other formats.
Powered Goblins in Vintage: http://www.youtube.com/watch?v=0qCshePi5N4&list=UUoEQBwcDaI5ZsKUZMB9qeRQ
(I don't think the power changes the deck massively, and I don't think he's running more than 2 Moxen in the deck when it came to power? Maybe there was also a Lotus, but it didn't seem to come up at all. )
In short, Vintage is a very unique format, so the decks will be very strange at first glance and while they might look like something else, as in Merfolk looking like an aggro-control deck, they're usually going to follow the basic guidelines of magic.
==================================
3.) Why play Vintage? Well, it's the most unique and interesting format, with the most complex card pool.
"Also, if there's a 3-0-0 in an 8 man pod they do 10$ for the 2-1-0 person who lost to the 3-0-0 as they're considered second."- previous post.
It's still 30$, as they adjust for the case that people play it out.
Most places that do Store Credit just use a spreadsheet on google docs or something. It's not too much harder, and it saves you the hassle and expense of a store credit card, not to mention it's one less thing that I'd have to keep in my wallet.
There really isn't a good way to do that with store credit. The best you can do is basically spread out the prize as much as possible, as in the store I play at for draft FNMs it's 12$ entry and it pays out by record so 2-1-0 gets 5$, 2-0-1 gets 15$, and 3-0-0 gets 20$. Also, if there's a 3-0-0 in an 8 man pod they do 10$ for the 2-1-0 person who lost to the 3-0-0 as they're considered second.
Paying by record, versus by standing, is probably the best you can do with store credit, as it assures people know exactly how much prize they're getting. It also means that anyone with a winning record gets something, and the utility for store credit really helps as it's much more useful than packs.
More so, if you want to provide more prize, hand out one promo to the winner of each pod and then just randomly distribute the rest, that way even if someone doesn't win they still might get a promo that can be worth something.