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  • 1

    posted a message on [MH1] - Arcum's Astrolabe - gamelegends.it
    Pauper players will go nuts over this.
    Posted in: The Rumor Mill
  • 2

    posted a message on Number of non evergreen abilities revealed
    So it's Time Spiral take 2!?

    Oh, god, yes Grin
    Posted in: The Rumor Mill
  • 1

    posted a message on B/R Death Spark
    This looks like something worth looking into. I've had a BG Madness-Delve-Tortured Existance deck in my meta which had it's fans, but I haven't even considered going RB with it. What green does is get you random silly flashback gamewinners like Gnaw to The Bone and Moment's Peace to go with Wild Mongrel and Basking Rootwalla. But Lightning Axe and Faithless Looting (to help set up) might actually be great.

    A card I found does wonders in some matchups with RG Madness is Kris Mage. It's slower than the Neonate so I tend to keep it in the sideboard, but when going up against Delvers and general Blue Skies nonsense it feels like it wins games on it's own.
    Posted in: Developing
  • 1

    posted a message on Modern Horizons (Updated)
    I remember the end days of old Extended and how I took a longish break from magic when there was no format legal for Pernicious Deed. If that comes back I might actually look to get into Modern for the first time since the format existed. That is if they actually make Chainer's Edict legal, too. Getting Chainer's Edict, Recoup and Pernicious Deed would be a blast, and I could get over losing Evasive Action, maybe. But downshifting that one would mean all the good stuff you need to make Domain work in Pauper, and that would be really good.

    Some advice from a guy who actually played with Fluctuator and Flametongue Kavu. Don't reprint Fluctuator. Just don't. Flametongue Kavu is sneakily much stronger than all the later Flametongues we've been getting for years and either does noting if a fomat is resistant to it (namely, usual threats are too big for him to take them out if you cast him on curve), or it completely wtfpwns dude decks and acts as a power-level gatekeeper even if no deck actually plays him. Meaning he either does nothing, or he really affects the format just by existing. I'd be very careful about that card, unless the format is already opressively dominated by some other gatekeeper with even higher busted-quota requirement for any creature to be playable.

    Folks who are nostalgic about FTK often don't really understand how much impact that card can have.
    Posted in: The Rumor Mill
  • 2

    posted a message on Local tourney reports (paper w MTGO rules)
    I wouldn't necessarily be against a Gush ban myself, but thanks a lot for support. Pauper is insanely deep and there's not nearly enough discussison about it around the net. What it actually plays like, that is.

    So 12.03.2019, 16 man tourney at The Black Cat Bar:

    1: 12 (GB Aristocrats)
    2: 9 (GW Slivers) - other finalist
    3: 9 (Mono G Infect - rent)
    4: 9 (Kuldotha Boros / Monarch)
    5: 7 (Rakdos Control) - last tourney winner
    6: 6 (UG Madness - rent) - Me
    7: 6 (Burn)
    8: 6 (UW Griffin Tribal)
    9: 6 (Boggles)
    10: 5 (Boros Tokens)
    11: 4 (UB Delver)
    12: 4 (Zombies)
    13: 3 (Mono B Ponza)
    14: 3 (RG Madness)
    15: 3 (Dimir Flicker)
    16: 1 (Mono B Orzhov)

    Alrighty, here's how it panned out:

    1) GB Aristocrats won. It was a Carrion Feeder and Bloodthrone Vampire thing with Rancor to let him punch through, and Blisterpod , Brindle Shoat , Young Wolf , Nest Invader and other nasty sac fodder along with Unearth sort of thing. It can get out of hand pretty quickly and is very punishing to midrange, while its key dudes are rather resistant to conditional removal and burn. The Rakdos Control pilot analyzed the list (found it on the net) and said it's pretty much a more robust Stompy.

    The problem was, though, that the guy playing it got VERY lucky in his matchups, and that his opponents got impressively bad draws against him. He faced me on UG Madness in the semi finals, and I had the worst hands and draws of the tourney. I couldn't find my bounce for love or money, and I couldn't find either my discard outlets or my lands, too, drawing into Daze after Daze and Arrogant Wurm after my only discard outlet was killed (after being unable to play it on-curve due to lands coming into play tapped). A very similar thing happened to Slivers in the finals - the guy playing them couldn't find any of his 8 removal spells OR his Lead the Stampeede. He lost 0 - 2, but if he saw one Journey to Nowhere at any point he would've won handily. Not to bash the Aristocrats or the guy playing them, but he did make a few severe misplays in both matches and had freakish luck with the games. He also beat Rakdos Control, because the guy playing that was completely unfamiliar with the matchup.

    So as far as GB Aristocrats go - yes, they're nasty, but whether they can consistently be nasty enough is highly doubtful.

    2) Slivers, when you don't put them together as a toolbox but just take them back to the roots of 4 Spinneret Sliver main, a few Benevolent Bodyguard, Sidewinder Sliver for offense, 16 lords (12 and Plated Sliver), several vigilance slivers, Rancor, Journey to Nowhere and Lead the Stampede are likely the strongest dude deck in the format. By a mile. The finals were lost due to the luck of the draw, but otherwise, as long as the pilot knows how to bait counters and removal, and what the key sliver in each matchup is, there's no way not to be impressed.

    Also, the card of the tourney, not just for slivers but in general, was Journey to Nowhere. It won plenty of people plenty of matches, and quite a number of matches that were lost were lost due to someone not being able to find their Journey to Nowhere. It's a reason to play white in Pauper all by itself.

    3) Mono G Infect had a rampage and beat people up left and right but ended up brickwalled by Slivers just as last time. It's nasty, it's consistent, and I suspect that we'd see it winning a lot more tourneys if the guy who's constantly renting it wasn't a newbie. That result there was made by a guy who's only been playing magic for a few months, doesn't understand the rules very well, misplays a lot and is no indicator of the decks actual power. A kid straight out of junior high managed to snag the deck for rent one day and won the tourney easily, but he does have a lot more general MtG experience than the usual pilot. And I'm not entirely sure it's even the best build - we had to take quite a number of powerful cards out because the newbie playing the deck just plain didn't understand them. He wiseing up to the game lately and he's been asking for some to be put back in, but I'm not sure I'd even want to retool it back to glass-cannon land of netlists, as it currently plays like a nasty stompy which has double-strike on all it's dudes, and this is consistently doing good.

    4) I'm not sure if that Kuldotha Boros guy is Kuldotha Boros or Boros Bully or Boros Monarch (which one's which Grin ) but he's not boros tokens. It's the silly white flying package, silly artifact and white draw package, and plenty of quality burn. The guy's an old, experienced player and he consistently does well, but his results on Kuldotha Boros seem to be less impressive than the ones on our rentable W Metalcraft (he won and tied for 1st place on that). He also got lucky against me, because my draw vs. him was even worse than against the Aristocrats guy, while his other matches were quite favorable for his deck.

    5) I was testing out a UG Madness / Delver mashup, and I'm quite happy with how Land Grant and Elephant Ambush flipped my Delver. The idea was to use Land Grant as a way to have "lands" flip my Delver, while also having more threats than delvers usually do while also having access to nasty green sideboard tech. It beat Boggles (3x Moment's Peace and 3x Tranquility in the side, no messing around with that matchup), won a close 2 - 1 vs. Griffin Tribal (banding, my dudes, is a nasty ability, and Madness doesn't like Journey to Nowhere), but had horrendous draws vs. Aristocrats and Kuldotha Boros. The deck has issues with consistency, but I'm working on it. I could've won both those matches had I seen any cards, but a deck that has such lousy hands means the deckbuilder messed something up, and I'm to blame for that.

    6) Rakdos Control pretty much got blindsided by GB Aristocrats, which would not likely happen if they played again, and drew with Boros Tokens. He says Boros is his worst usual matchup, and that he really needs to start just conceding game one if the other guy isn't hopelessly screwed and then mop up games 2 and 3 where his sideboard gives him the edge.

    7) Burn's Burn. The pilot was a first time Pauper tourney player and had never faced infect before, so the infect guy blindsided him with silly shennanigans, and he had to drop after round 3 with 2 - 1. If it wasn't for those two things he'd have probably had a shot at the win (but Slivers would have given him a run for his money if he ran into them).

    8) Griffin Tribal! Nasty little deck, a lot of flies, a lot of threats, several cool tricks, huge Griffin Rider, Journey to Nowhere , Benevolent Bodyguard , Springleaf Drum into Teremko Griffin - lowish curve otherwise. I barely pulled a 2 - 1 vs. it as Banding made it impossible to trade sensibly in combat, and he beat Ponza with Springleaf Drum and Spell Pierce action. It was his first time at a tourney, he had no idea what to expect of the pauper metagame, and he could've had 3 wins if he did me in (and he almost did), and he also got bushwacked by Burn because he didn't know how fast it was and also didn't draw any of his sideboard. I suspect we'll be seeing more of Griffin Man in the future.

    9) And the Boggles guy found out why Boggles don't win everything all the time. When he didn't walk into sideboards, he won. When he did, he lost. It's a really horrible matchup for any color which can't deal with enchantments (and no, edict effects don't work - too many boggles to sac, only one needs to do his thing).

    I won't get into the others in detail as they didn't do so well, but the UB Delver guy ran into Slivers (horrible matchup) and both Boros Guys (also horrible matchups) so it was more of a matchup thing (that guy is one of the only two ever to win Black Cat Bar tourneys with any kind of Delver).

    Looking forward to more tourneys and reports, and also for the board meeting of the Black Cat Brewery - it's a Monday staff meeting between us guys who run the show, we sort cards for sale and trade, spruce up decks for rent and brew for pauper while we're at it. Very interesting developments lately, we need to find what's the best use for the playable Banding critters, see if we can put togheter a Mono B Pestilence with Cemetery Gate (someone informed me that it's actually pauper legal, lol, and I sure hope it is, as I've been itching to see that on a table again for sooooo long - not to mention perma-pestilence and imunity to Gurmag Angler while also being able to block anything that doesn't fly are objectively very good things Grin ), and see about adjusting some netdecks to a serious meta (also finsih up some more widely known decks which are under construction, so that folks can rent them).
    Posted in: MTGO Pauper
  • 1

    posted a message on [Primer] Mono W Metalcraft
    Mono W Metalcraft

    Sample decklist that has been doing great at the Black Cat Caffe pauper league (including tourney wins):



    1. What is the deck about?

    The deck is a White Weenie which combines certain aspects of Affinity, the raw stat advantage of Scars Block creatures, the streamlined nature of mono-color decks with artifacts that help weenies attack into premier defensive creatures of the format. It's a cross between Kuldotha Boros and Affinity that plays a lot like Goblins, except it has a much higher creature quality.

    2. The cards

    2.1 The Land Base

    Plains - The deck plays some number of basic plains.
    Ancient Den - Enables both Metalcraft and Affinity.
    Vault of Whispers - Instead of playing Darksteel Citadel to round out the number of artifact lands, testing has shown playing three copies of this to be more useful. It can be replaced with Darksteel Citatel, but 4 copies are probably too many as the average CC and land count are quite low and drawing multiples will diminish the very tangible benefits of being an explosive mono-colored deck.
    Secluded Steppe - Two copies at 17 lands seems to be just right. You don't mind playing them, either because they might get returned to hand.

    And no more land shennanigans than that. Playing an off-color land for affinity and metalcraft reasons provides enough benefits and carries enough risk that getting any greedier with your mana base is not recommended.

    2.2 Creatures

    Court Homunculus
    Ardent Recruit
    Thraben Inspector
    Vault Skirge
    Frogmite
    Glint Hawk
    Kor Skyfisher
    Auriok Sunchaser

    All your creatures apart from Vault Skirge have either one or both stats higher than their (effective) CC, or that + evasion, and they're all immune to Electrickery / Shrivel / Nausea, while some are even resistant to 2-dmg sweepers. Vault Skirge has evasion, provides metalcraft and lifelink, which compensates for his comparative fragility. Thraben Inspector and Court Homunculus also provide metalcraft and affinity, while Frogmite is one of the easy targets for Glint Hawk and Kor Skyfisher to bounce.

    2.2 The Equipment

    Bonesplitter
    Tooth of Chiss-Goria
    Scale of Chiss-Goria

    * Bonesplitter is straightforward above-average equipment, invaluable in increasing the punching power of your dudes, and particularly good with Vault Skirge (as that can lead to large life swings) and Thraben Inspector (as it turns him into a servicable attacker vs. Augur of Bolas). It also lets your 3 powered guys threaten Gurmag Anglers, which is no joke.

    * Tooth of Chiss-Goria is probably the most important and significant card in the deck. It is the thing that contributes most to the deadliness of this otherwise rather simple-looking deck, as it is rarely found outside of it. Take good note of it, and try it in practice - or even better, try putting this deck together in proxy form then playtest against it, as the impact of this card is a lot easier to see from the enemy perspective.

    The card reads like draft chaff at first glance, but what it does is unintuitive, synergistic with multiple cards, and very rare. Let's break it down:

    It will, most of the time, effectively cost you 0 mana. This furthers your affinity and metalcraft plans, effectively making it a ritual which leaves behind an equipment. It's also a fine target to bounce with your bounce guys, which will let you activate it twice in the same turn. It's basically an equipment, but one that can be both played and equipped as an instant, which means that it'll occasionally serve as a combat trick (and it might even mean activating metalcraft mid-combat).

    And most importantly - it lets your 2 powered guys attack into Augur of Bolas. And since all of them can survive a block from Augur, this tends to blank Delver decks' defenses. It also lets you attack with 2 powered creatures into any 3 toughness ones, such as Kor Skyfisher, and as opposed to regular equipment you can "equip" as an instant, meaning that you can equip the correct guy after you've attacked with a swarm. It also adds value to Traben Inspector as it lets him trade up with 2 toughness creatures, and it lets your Ardent Recruits attack into or trade with pretty much everything other than Gurmag Angler. In multiples it increases the value of your already pushed creatures even further.

    All in all, the card provides ridiculous value and after seeing it overperform in this deck my community began wondering whether it should be a staple piece in any aftifact centric deck.

    * Scale of Chiss-Goria also has powerful, but a tiny bit more niche impact, so in my meta we tend to play fewer copies. All the synergy that the Tooth has is present, and due to the pushed stats on your creatures it changes certain key bits of math. Your Thraben InspectorS become serious roadblocks, your 2 toughness guys become hard to Firebolt, your 3 toughness guys become hard to Lightning Bolt and become harder to tangle with for Delver of Secrets, and your Vault Skirges become harder to take off the board with Electrickery. And it can also be played as an instant, meaning that it can be used as a pseudo counterspell, combat trick or metalcraft enabler.

    2.3 Removal

    Journey to Nowhere - Most likely the best maindeck option, particularly with Gurmag Angler in mind.
    Sunlance - Great sideboard option vs. non-white.
    Holy Light - Fine sideboard vs. non-white swarms.
    Serrated Arrows - Comparatively prohibitive CC due to your low land count, but play rather well into your general plan of messing with the stats on key staples in the format.

    2.4 Anti-Fog tech

    Nihil Spellbomb / Relic of Progenitus

    Having two of these in the main deck and two in the sideboard is absolutely crucial. The deck is a creature deck with no way to win other than attacking. Without these available you are completely dead to fog spam or fog loops, and you can at the very least expect that from various Boros Builds (Prismatic Strands) and Trons (which are "Fog Loop - the Deck"). They also hit anything related to the graveyard, Firebolt, Chainer's Edict, dredge shennanigans, delve shennanigans, as collateral. They are flex slots vs. decks with no fogs, as all the incidental targets for graveyard hate are collateral, but you are playing them because you are 100% completely dead and helpless vs. fogs and without these you might just rip all your cards to shreds and go play another deck if facing fog spam / loops.

    You also don't mind playing them because they work for your affinity and metalcraft and cycle for cards (off of Vault of Whispers or just from activating, respectively).

    Notable sideboard considerations

    Icatian Javelineers - To take out Gorilla Shaman
    Welding Jar - Vs. Land Destruction and anti-affinity sideboards
    Prismatic Strands / any etb-lifelink guy / CoP: Red - vs. Burn

    Conclusion

    That's pretty much the core of it. It's pushed dudes, plenty of evasion, overly synergistic backup, low curve, silly good combat math numbers when context and the metagame are taken into account, some incidental carddraw, swarming capability and a bit of carddraw to keep it going. Mono color consistency and benefits, game against fogs, and all that good stuff. It wins tournaments in our meta and only potentially gets into trouble if it lets Boros Tokens get too many birds into play (even if there are solutions to that problem, too).

    I could write up the optional stuff better, but as far as the basics go, this is really all you need to know. We've had people who are complete noobs pick it up and beat up Delvers and Trons all the way to the top on their first ever MtG tourneys. Not their first Pauper tourneys, their first MtG tourneys. After learning to play MtG a few hours before that. It's that simple and powerful. I've seen variations of it around the net, but it doesn't seem to ever show up built like this in widely appraised tourneys, which probably ought to change as it has what it takes to win them.

    I'll put up a sample decklist tomorrow.
    Posted in: Developing
  • 1

    posted a message on [Primer] Mono W Metalcraft
    I'll put up the list that seems to work tomorrow.

    I also like the compass vs. burn as it also helps smooth out draws where you have too many off-color artifact lands, as this can happen. Vault of Whispers in place of Darksteel Citadel was in part chosen to let you cast Vault Skirge without paining yourself, too.
    Posted in: Developing
  • 1

    posted a message on Should Shatterstorm be downgraded for Pauper?
    I voted no. Affinity is not that horrible right now and there's a wealth of anti-arifact stuff in most sideboards already. What purpose for it did you have in mind?
    Posted in: MTGO Pauper
  • 1

    posted a message on (Rant Alert) Blue is out of control in Pauper
    Yeah, I'm not for banning a million cards, just ones that are obviously constricting what's playable and what's not.

    - Delver is way too large for its cost, and it's also in a color which is naturally good against things that shut down creatures strats.
    - Angler's simply too big for how easy it is to get him into play, and slots effortlessly into just about any deck, but particularly into ones which are inherently strong.

    Those two don't break the rules of the game, but they do break rules of design by with the vast majority of everything else abides. They're vanilla, but just plain too strong, and this has quite an impact in the vanilla heavy world of pauper.

    - Moment's Peace and Prismatic Strands are easy to chain, completely shut down 99% of the creature based plans in puaper, they're rather abusable with both loops and card filtering (Cantrip Time Walk!) etc. etc. These two are about as guilty for Blue being so popular in the last year, if not moreso, than anything blue actually does. They're also a large part of why Burn is so strong (I can attest from multiple paper tourneys in my meta lately - Burn won 2 out of the three last ones, and placed 2nd two days ago).

    - Ghostly Flicker and that other one enable Fog loops. Availability of those reduces incentive for playing creature based strats, apart from the select few that can deal with a fog loop. They've also been key players in degenerate strats in the past. Chaining too many quality fogs is strong enough that ti warrants a ban or two to the more busted ones, but the ability of multi-flickers to loop anything will still let players break fogs and probably loop other things that weren't meant to be looped.

    - Gush is a card draw spell which costs nothing apart from bouncing one tapped island and effectively untapping another one. It's pretty much as if Rite of Flame or Lotus Petal also said "Draw two cards" in its textbox. It's not hard to see why this is excessive and unnecessary. I don't think alternate-casting cost spells are a problem by default, but Gush is an anomaly even among them.

    - Fireblast gives too much reach to Burn, and lets Burn clock people out way faster than is necessary. Burn is popular because it lets you sidestep the problem of having to play non-broken creatures into Delvers and Anglers, while also sidestepping fogs. The fact that it's doing well now isn't a sign that the meta is open, but that the meta is cemented as Burn is one of the niche strats which sidesteps issues. But even if the meta was open, Fireblast would be excessive in the deck.

    And that's, off the top of my head, all that's really degenerate and tangibly constricting the format that could use a ban. I'm not sure there's an objective defense for any of those, or that the game would in any way be hurt by saying "Alright, we've had our fun, let's play with less insane cards now." Blue would have a slower clock, still fine, no Angler would mean 4/4's for 0-1-2 would actually mean something on the board again, pure win for the metagame, no busted fogs or fog-loops would mean that way more creature strats would actually be viable and that there'd be way less pressure to be blue if you want to play dudes, Gush ban would mean even decks with Islands need to invest something into carddraw instead of getting a mana boost out of it (and Fathom Seer would easily find it's way into decks which play it for the land bounce), and banning Fireblast would take away some speed from a largely non-interactive deck that's too full of legacy staples as-is and half a turn to fast for everyone's good.
    Posted in: Pauper
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