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  • posted a message on G/U/W tempo
    Why only one wasteland? Wouldn't it be better to not run any if you can't actually support it with your mana base?

    Standstill probably shouldn't be in this deck, as you have no way of really doing anything under a standstill lock. The only time it's good for you is if you get a dude down first - have advantageous board position - and then drop it.

    Have you looked at any of the bant decklists?
    Posted in: Legacy Archives
  • posted a message on Dissapointing Defeat
    Quote from KrzyMoose
    There's your problem.


    Seconded.

    Even high, high level players (think Kibler, Chapin, Nassif, etc) make multiple mistakes per match. They may be very subtle, but mistakes none-the-less.

    Assuming you made no mistakes, with a 1700 rating at that, is rather short sighted.
    Posted in: Magic General
  • posted a message on Player Rewards Question
    They should be. The ones that I just received were sent to my old address (despite my updating my account), and were forwarded without problem.
    Posted in: Magic General
  • posted a message on Things that annoy you.... during play
    People who blame their losses on bad luck (or good luck for opp)
    Look, magic does have a random element. That's undeniable. You also made 3-4 obvious play mistakes (and probably many more, I can't see your hand). Maybe you should fix the mistakes you made playing before you fall back to calling your opponent a lucksac.

    People who get legitimately angry at the results of a match
    I get it. You're in your late twenties/early thirties and you just got steamrolled by a 15 year old punk. That's frustrating. Don't make yourself look like a douchebag on top of the embarrassment by shouting and throwing your cards about.

    People who ask for a concession, and then get annoyed that their opp wants to play it out
    Hey, you're well within your rights to ask me to concede. I'm also well within my rights to tell you to shuffle up. Don't get all pouty because you actually have to _play_ magic.

    The slow drafter
    I know, I know - magic cards are interesting. And hey, maybe you're not familiar with the format. But I'm pretty sure by the time you get towards the end of pack two, you should probably have a pretty good idea what colors you're in and you can probably start ignoring some of the cards in the packs at this point.
    Posted in: Magic General
  • posted a message on Rules Advisor
    It's considered something of a jumping off point for getting into judging.

    It also lends you a bit of credibility when it comes to rules disagreements - but those should probably go to the judge there anyways.
    Posted in: Magic General
  • posted a message on [[Official]] All About Shuffling
    Quote from Abhi Koh
    I would honestly suggest Mana shuffling your deck. Seperate your land and your spells into 2 stacks. Shuffle both stacks thoroughly. Then according to your spell:land ratio place them into a pile. For example if I have 20 lands and 40 spells. I would place 2 spells into a pile, then 1 land, then 2 spells, then 1 land, and repeat the process.


    This is completely pointless. If you actually saw a benefit from it, it would be cheating. (which it is, unless you riffle like crazy afterwards, which makes it completely pointless)

    If you're seeing clumps, pile shuffle first (to ensure you have the correct number of cards maindeck), then do riffles like crazy. Don't forget to do a few cuts every once in a while to break it up.

    If you really want to get better at shuffling, a little tip I used was intentionally shuffling once or twice more than my opponent. Of course, if your opponent is doing this to you, you could have an issue - but I've found it lead me to shuffle my deck a lot more consistently and thoroughly.
    Posted in: Magic General
  • posted a message on Question about trading etiquette
    Quote from darkspellcards
    Why do you have cards on your list that you don't want to trade?


    What he meant was cards that you wouldn't include in the original deal. If I make a deal with someone to give them ten jank $1 cards for 2 of his $5 cards, I'd almost always make that deal. If he wanted to trade his two $5 cards for one of my $10 cards though, I might not be so apt to do so.

    Though I'm on board with you re: people who put their entire collection of good cards in trade binders as opposed to just the cards that are available for trade.
    Posted in: Magic General
  • posted a message on Question about trading etiquette
    I'd probably let them take another look, but I'd let them know that if I wasn't cool with the revised deal, we're sticking with the original.

    If it was a legitimate mistake and the guy took cards one of his buddies already had for him, then I feel for him and I'm likely to be more lax - but if he's looking to try and squeeze a few more dollars out of you or to back out of the original deal - too bad for him.
    Posted in: Magic General
  • posted a message on Venting: Friend keeps selling his cards.
    This is why I'm not a big fan of shared pools. Things get messy.

    I don't have any problem lending cards or even entire decks to friends to use - but if I split a box with anyone, that means we each get X packs. Whatever my playgroup partners crack is theirs, whatever I crack is mine.

    That way, there's nothing to complain about if someone is suddenly strapped for cash and needs to sell some cards. Yeah, it might mean that you suddenly have less that you can borrow off your friend, but there's no ambiguity as to whether it was okay to do or not.


    As far as what you should do going forward with your buddy - exclude him from 'shared' pools until he changes his tune on how he handles group property. People going out drinking isn't really a valid excuse IMO for selling something that didn't strictly belong to him.
    Posted in: Magic General
  • posted a message on Best way to sell a large amount of cards?
    If you know someone who knows something about magic, ask them to come take a look through your collection to honestly tell you what you have. Maybe give them a good card or two for their troubles.

    If you want to do a lot of digging yourself, www.apathyhouse.com will give you the going rate currently on ebay.

    Keep in mind, if you bring the cards to a shop and sell them in bulk, you will likely get less than the lot of worth, but it might save you hassle.
    Posted in: Magic General
  • posted a message on burn
    If you want to talk about burn - it's probably better to do it in the burn thread: http://forums.mtgsalvation.com/showthread.php?t=148024

    There's been a lot of thought on a lot of various cards there - go take a look.
    Posted in: Legacy Archives
  • posted a message on What does Meddling Mage come in against?
    Anything where there's a singular spell that you can stop that will keep them from using their primary win-con.

    Hypergenesis/Scapeshift/Dark Depths (naming Hexmage)/Dredge (naming Dread Return)

    It might not be a bad call vs burn either if you don't have any other SB options - naming whatever spell they haven't played a lot of (or shrapnel blast). It's a shot in the dark, but Zoo has a pretty awful MU vs burn so anything helps.
    Posted in: Extended (Type 1.X)
  • posted a message on Mono-red burn needs help!
    Get Tarfire out of your list. All it does is make opposing tarmogoyfs bigger - and that is bad news for you since you aren't running them.

    Get rid of shock too. 2 damage for one mana is not worth it.

    You really don't need to be running 23 mana sources in this deck. 20 is fine.

    Burst Lightning is too conditional for me to like it very much maindeck. Most of the time it will be a shock. Only rarely will it be 4 damage.

    I'd suggest running Flames of the Blood Hand main - as lifegain wrecks your day. Flame Jav is great and all, but Flames is better on the whole.

    You also need to run magma jet as a 4 of. Your deck has no draw - the ability to scry some lands out of your next few draws can be the difference between a loss and a win.

    Strongly suggest tossing in a couple blinkmoth nexus too. They turn into 1/1 flying artifact dudes that you can use as fuel for your shrap blasts, or late game they give you something to do with your mana if you are out of gas.
    Posted in: Extended (Type 1.X)
  • posted a message on My take on extended merfolk
    Has anyone done much playtesting with this deck? It seems like we'd probably have game against a lot of the combo decks, but we'll likely have a rougher time against Zoo and Bant.

    I've been working a bit on a list, I'll probably post it later tonight. I'm looking at running 6 spot removal main (4x Path, 2x Condemn). I'm currently debating between Kira, Great Glass-Spinner and Sygg, River Guide - Kira gives us spot-removal protection without having to spend any mana, but doesn't get pumped by our lords and doesn't make our fishies unblockable.
    Posted in: Decks for Critique
  • posted a message on My take on extended merfolk
    Quote from Deruku
    Sygg, is way to slow you are not able to play it till you have 6 mana (four to play and then the two to protect) when in most cases it would be better to play agressivly and win the game by then and also have the mana for a counter.


    For starters, sygg costs WU to play, not sure where the 4 mana to play part comes in.

    Beyond that, there's nothing that says you need to leave mana up for his ability. Sometimes you'll want to bait out removal, sometimes you might be running another counter that will keep him protected for less (pact of negation/spell snare/spell pierce).
    Posted in: Decks for Critique
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