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  • 1

    posted a message on What decks are hard to play?
    In order of difficulty to pilot I would rank decks like this:

    1. Affinity (Yes, harder than meleria pod)
    2. Meleria Pod
    3. Living End
    4. UWR
    5. Scapeshift (Yes, harder than Kiki-Pod)
    6. Kiki-Pod
    7. BG Rock
    8. Jund
    9. Mono-U Tron
    10. GR Tron
    11. GW Hatebears
    12. UR Twin
    13. Merfolk

    The reason affinity is so hard to pilot is the difficulty in figuring out how to deal lethal in the face of a trick and knowing all the ins and outs of the synergies of the deck. Here is an above average difficulty of a puzzle affinity must solve to figure out how to deal lethal:

    Your oppnent is at 16 life and 1 Infect and you are at 2

    Your Hand: Cranial Plating Mox Opal

    Your Board:
    1 Mox Opal
    1 Springleaf Drum
    1 Vault Skirge
    2 Etched Champion
    1 Signal Pest
    3 Glimmer Void
    1 Inkmoth Nexus
    1 Blinkmoth Nexus

    Your oppnent's board:
    11 2/1 Illusion tokens
    1 Master of Waves
    1 Lord of Atlantis
    1 Merfolk Rejery
    1 Aether Vial on 3
    Untapped Island and Mutavault. He has one card in hand (vapor snag).

    The game up to this point:
    Last turn you Thoughtseized a Hurkyl's Recall over a vapor snag last turn after he tapped out to cast Master of Waves. On his turn he thinks casts another Master of Waves and gets in for beats leaving you at 2. Lucky you, you've topdecked the plating. Now how do you kill him?

    Actually try to figure it out first.
    Seriously attempt to figure it out.
    No seriously, it seems easy otherwise.
    Hint 1) Use mox opal and a glimmer void to cast cranial plating.
    Hint 2) Play Mox Opal and use it to equip a cranial plating to
    Etched Champion
    3) Use Blinkmoth Nexus to activate Inkmoth Nexus
    4) Declare attacks with the team
    Option one: he blocks the etched champion with mutavault and you attach cranial plating to inkmoth for lethal.
    Option two: he Vapor Snags Signal Pest pre-combat and you use Spring Leaf Drum to activate Blinkmoth Nexus then attach Cranial Plating to Inkmoth Nexus
    Option three: He Vapor Snag's the Inkmoth nexus before damage and you simply activate Blinkmoth Nexus.

    That was a real game state my friend played at a GP, he couldn't figure it out in time and went top 64 instead of 32. All of the decks in modern take some amount of skill to pilot optimally but I feel merfolk offers the least decisions to differentiate good players from great players.
    Posted in: Modern
  • 1

    posted a message on Why is trying to win bad?
    There is nothing wrong with wanting to win but for many players though they want to win a cool and quirky way, that probably looks really bad to you, you shouldn't punish them so harshly for this. By casting armageddon and/or countering spells (like in the situations you described) you get to do your thing and the other players don't get to do theirs. While they may complain about you playing an overpowered deck what they're really complaining about is that they feel like they didn't get a fair chance to win because you prevented them from doing so.

    Put yourself in their shoes. This casual's games of magic usually go on for 10+ turns and they enjoy the back and forth of big creatures and the slow assembly of complex combos. You invite him to play magic and he is just starting to get up to speed after you killed some of his accelerants and next turn he is finally going to cast a big hay maker and then you armageddon. You've left yourself with plenty of mana from rocks and are ready to play spells and now he can't do anything until turns after he is dead. In his eyes you just cast a spell that read 3W -Sorcery Win the Game. Of course there are ways to play around it and interact with it but he likely doesn't have access to them or know they even exist. The same is true for fast combo, he is just starting to build and board presence and oops, he's dead. He never even saw it comming, to him nothing about that game was fun, there was no tension. Just oops, you're dead. Taking your counterspell into reanimate effect example. He never got to cast one of his favorite spells and then he is beaten ruthlessly with it. He seems a little sore for this one but it is still understandable.

    My advice to try and appeal to a casual magic player while still having a competitive edge is: Build extremely obvious combo decks that players can interact with so players know what is coming turns in advance (like you're trying to build a deathstar). In EDH the rule of thumb is let players have their turn 6. Instead of counterspells use redirect effects or mind control effects; in actuality you'll get more value out of them in casual games anyway (2 for 1's ahoy) and your opponent will actually feel like he did something and there was some interaction. Plus he feels like if he can find a naturalize effect he can get his dude back. Here there is tension and interaction. Plus with the redirect effects there are far more 'holy **** that just happened' and 'that was awesome' moments that counterspell and armageddon never produce. Avoid mass land destruction like the plague (wasteland, tec edge, and encroaching wastes are okay) and use spot removal sparringly.

    Remeber that if you bring to the table a deck that a casual person has no way of interacting with (storm, armageddon, flash-hulk, counterspells.dec, etc) the casual will always complain about losing.

    In summary to prevent whining THE MOST IMPORTANT THING is to make sure they felt like they had a fair shake at winning the game by making the game feel close. If they feel like they were unable to do anything they are obviously going to complain.

    Eric Levine from CFB wrote a really good article on this a while back here:
    http://www.channelfireball.com/articles/raging-levine-this-is-the-end-of-your-land/
    (skip to about 1/3 down)
    Posted in: Magic General
  • 1

    posted a message on Legacy Analysis: Reflections & Slivers
    Quote from Hagalaz
    Modern is the worst format in my eyes, and with good reason. It is the least diverse format! When the vast majority of the format are midrange and combo strategies, and everything else is barely seen... we have a problem. Even standard is better off!


    For serious? To name a few in modern we have:

    Living End (Combo in game 1 and Control in 2&3)
    JikiTwin (Combo)
    Storm (Combo)
    Infect (All in Aggro)
    Affinity (Aggro)
    Red Deck Wins (Aggro)
    Pod Varients (MidRange - Combo)
    ScapeShift (Control - Combo)
    Jund (Midrange - Control)
    RG Tron (Unique)
    Eternal Command (Midrange)
    UWR (Control or Tempo depending on build)
    Merfolk (Tempo)
    Complex Dredge (Control)
    CawBlade (Tempo)
    Rites Control (Control)
    Soul Sisters (Control)

    Control is about generating card advantage while providing efficeint ansswers. Control is different now because the most efficient card advantage and answers are no longer in the form of draw spells and counterspells. There is a healthy spread between aggro, combo, control, and midrange.

    Quote from Hagalaz

    Isn't that irrelevant? I mean, the permanents on the board thing? Are you familiar with legacy, even? :p Cause it doesn't look like it.


    There are lots of legacy decks that do use permanents like stoneblade, rock, and aggro varients, but there also a large portion of legacy decks that simply don't. Storm, dredge, and Show and Tell. Modern has a much smaller portion of decks that do this as Living End and Storm are the only real culprits.

    Quote from Hagalaz

    The game doesn't have "all the depth and strategy it allways haD". When modern has such low amount of control, tempo and aggro, how can you say it has the same depth? When people no longer learn to bait and contain resources as they don't need to, how does it have the same strategy?


    It has depth and strategy now just as much as ever the resources and answers have changed. Control exists but here's the thing, it usually isn't blue. Against Jund I always have to think what permanents I want to play first to bait out his Lilly and dreadbores. If I'm playing living end after they land some grave hate I have to be very particular on how I land my threats and when to cycle. I want to bait out the most creatures for my instant speed wrath. When you are playing soul sisters you have to be meticulous about when you play your spells to make sure you conserve as many resouces as possible. Complex dredge is probably the hardest to pilot control deck.

    Quote from Hagalaz

    I've been playing for 15 years, and I am also perfectly happy to enjoy the game as it stands. Doesn't mean modern is in a good shape. It's not.


    Why? The best standard of all times in terms of richness and variety was invasion-odyssey. To this day we still haven't seen regionals and continentals (which no longer exist, I know) with such a diversity among deck types. What are you running away from?


    See, this is where you are completely wrong. Legacy is one of the few formats where decks of all types are present and getting results. It is the format where when some new explosive deck comes up, most likely the metagame will self-correct and adjust to it. It is rich by its diversity, it is always evolving to beat itself, this is what every format should aim to be!!! This is the epitome of a healthy format and it shouldn't simply be ignored!

    Richness and variety are characteristics which set magic apart from other games. Why do you want to ignore strong points of the game you claim to like?


    Which is exactly what modern is. Self correcting with new explosive decks popping up regularly in an extremely diverse field.
    Posted in: Articles
  • 1

    posted a message on [Primer] Living End
    I just want to add that kitchen finks is more for attrition decks that aren't dead when you resolve LE. It's good against wrath.dec. it gives you some extra precious points of life while providing a threat they have to answer leaving them open to LE. Against lots of hate you essentially play a 3manawrath.dec with medicore limited creatures as finishers, when this is the case I feel finks is important because it allows more pressure earlier than any other creature.
    Posted in: Modern Archives - Proven
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