Quote from Spsiegel1987 »I still feel players have to jump through hoops just to do as well as midrange, combo and aggro. Not that this is me claiming blue is bad---it just takes more dedication than normal.
I just don't understand what the interactive players want. On the one hand, I constantly here stuff about how linear decks are not skill-testing Magic and skill doesn't matter. They then naturally follow-up by saying interactive decks are the opposite: skill-testing decks where play skill and choices do matter and you can pick up tiny edges for excellent play. This part makes sense to me and I think it reflects what most interactive players believe about their decks. As a player who prefers interactive strategies, I also want such a deck to exist and I want to play it.
On the other hand, and here's the part that makes zero sense, the interactive players are always complaining that their decks take TOO much skill to win and the matchups are too hard. As someone who played a lot of UW Control on MTGO, this is exactly my favorite part of playing the deck. Mistakes were highly unforgiving and I learned from them. You didn't have Brainstorm or FoW to fall back on in case something went wrong. You had to make extremely tight decisions and gameplay to come out on top, and I loved the feeling of eking out 45/55 or worse matchups. Many decisions were related to mulligans, correct deck configuration, and reading an opponent's turn 1 play. I would imagine other Spikey interactive players would enjoy the same feeling, but instead many of them constantly complain about that same experience.
I remain convinced that many interactive players just want the 50/50 Twin type back deck. They don't want bad matchups and they try to camouflage this by saying that their matchups should be as close to 50/50 across the board, not polarized in the 20/80 or 80/20 range. The implication is that the following two decks are equally fair and equally acceptable in a format:
Deck A
Matchup 1: 50/50
Matchup 2: 45/55
Matchup 3: 55/45
Matchup 4: 50/50
Deck B
Matchup 1: 30/70
Matchup 2: 40/60
Matchup 3: 60/40
Matchup 4: 70/30
These two theoretical decks and their theoretical matchup spectrums have the same average MWP across the board. But the range is totally different in practice and Deck A is almost definitely a better deck. This is particularly true because Deck A secretly has a ton of 70/30 matchups against random decks because it's so tuned. This typically polarizes the format towards a few top-tier decks that can battle against each other on even footing, with all the lower-tier stuff getting totally pushed out by some format beasts.
I believe there is a contingent of interactive players who want Deck A and view their success on such a deck as a testament to their skill and prowess on the archetype. In reality, this deck isn't actually highlighting their skill or lack of skill. The deck is just probably too good and everyone should probably be playing it. That deck also wouldn't require as much skill to pilot as many claim. It basically plays itself because it's so good in so many situations. If you want to play skill-testing, interactive Magic, Modern has decks for you. If you want a 50/50+ interactive deck that picks up random 70/30+ games against lower-tier decks, Modern will never have such a deck (competitive Magic as a whole probably won't for any sustained period of time) and you're requesting something that isn't aligned with format realities. It would be like combo players clamoring for a tiered Hypergenesis deck to get a proper explosive combo experience.
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How on earth do we continue to have these "ban cavern or give me more powerful spells" arguments less than 24 hours out from a major event where 3 out of the top 8 decks were cryptic command decks? The argument that blue or control is underpowered flies completely in the face of tournament finishes and suggestions for more tools is actually absurd.
Modern doesn't really need anything at this point, and it absolutely doesn't need more tools given to decks that are already performing well.
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Is that all that different from playing a creature deck and getting supreme verdicted after you've played out a bunch of elves on your past three turns? You've lost your entire board, your opponent has more cards in hand and more selection than you and the ability to generate further card advantage, why is it "gg ez" when Tron Karns you on turn 3, but when you're playing wraths against a deck that relies on playing out a bunch of creatures to win it's suddenly some brutally hard win that you had to eke out against all odds?
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And I get to play Stripmine in Modern and all I had to do to make it work was fill my deck with a bunch of underpowered bears!
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This. I played Pod, you could often times just find whatever the best card in your deck was at will, it was absurd. With today's card pool you can turn 4 combo with birthing pod and virtually any creature in the deck in your opening hand. If you have a mana dork and a finks it's a turn 3 combo. If your opponent is going to disrupt your combo you just pod into siege rhino on turn 4, then siege rhino on turn 5, then siege rhino on turn 6 on top of whatever creatures you're actually casting from hand. The deck is ******* nutty. It's amazingly fun to play, and I wish there was a world where I could play it again that wouldn't be toxic as hell to the metagame, but it shouldn't be coming back any time soon.
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