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  • posted a message on Type 2 Guide Sign-Up and Guide Creation Thread
    Quote from LogicX
    If this gets going, whoever is writing about the cards to own needs to get a master list so the other writers don't overlap their work.


    Good point. The writers essential share responsibilities, like "I do black cards, you do green, ect."

    I am not worrying about dividing duties until we get enough people started on project or if not enough, then going from there.
    Posted in: Standard Archives
  • posted a message on Type 2 Guide Sign-Up and Guide Creation Thread
    Welcome to the MTGSalvation T2 Forum Guide Sign up and Creation thread. The purpose of this thread is to recruit members from the community to lead the project's formation from start to end. We will focus on making a guide that helps both new and old players understand the following:

    1. What is type 2 and a brief description of it.
    2. Top tier decks to expect (Specifically Tier 1, 1.5, and 2).
    3. Cards to own (the most commonly seen cards, regardless of deck, like Thoughtseize, Wrath of God, ect.).

    The guide's secondary focus after we establish this is then to provide readers a more comprehensive list of card choices and explanations AND resources aimed at helping new and budget players compete in today's standard.

    SIGN UP

    The project will need the help and support of the community because without you, there would be no input or feedback into what makes our decks as a whole better and make ourselves better players in turn. We also need the help of several dedicated individuals because it will require work to craft a guide suitable for players to read and understand. Below are the positions available, first come first serve. The list will be updated to reflect people who have signed on in order of their posting. If you see someone has already applied for a position, they will probably have it even if it is not recorded here just yet.

    Note: To be a guide writer, one must have some experience at playing Standard. We won't check those credentials at the door, but please help us by sharing your knowledge. You will also have to work with others and craft a guide that makes sense. Some research will also have to be done too. Decks and cards will have to carefully analyzed in order to determine what are those to include within the guide.


    MTG Type 2 Guide Writers/Editor Positions:

    Guide Editor (2 positions)-*NOTE* This position is important because it recognizes a person willing to help all writers perfect their work and help the overall goal of crafting this guide. I highly suggest only those with editoral/English experience and team motivation/leadership skills apply.

    1. yakusoku
    2. dantcg

    Introduction Writers (2 positions)- Ability to understand what Standard is and how it is played.

    1. Shrubby
    2. Johm000

    Top Tier Decks Writers (3 positions)- The decks the current Standard environment employs and what are the most competitive.

    1. XxTaLoNxX
    2. WaterBleu
    3. Sam111111

    Cards to Own Writers (3 positions)- The most prevalent and playable cards in Standard.

    1. physicsdude
    2. Dark_Flame
    3. Tbshawk

    Card Description Writers (X positions)*- Why a card is played/not played, ect..

    1. WarOne
    2. lockheart87
    3. Magus of the Sheep
    Infinity

    Budget Writers (3 positions)*- To help players who don't have resources play in the Standard environment.

    1. aquacadet92
    2. Tbshawk
    3. RPishNameGoesHere

    *Note jobs will be secondary in importance to the guide's primary goal.



    For reference, other forums have created guides to their format. Here are links to what other Mtgsalvation forums have produced before us. These will help us craft our own guide and should be read to see what others have done-

    Extended Guide to Magic
    Legacy Sideboarding Thread
    Legacy Tier Guide
    Vintage Links to Resources

    GOOD LUCK EVERYONE!
    Posted in: Standard Archives
  • posted a message on R/G Haste Warrior (Need help in editing to deal with boat brew, and kithken)
    Kithkin and boat brew are going to be tough matchups for the cards you are running. Kithin can pump most of it's creatures beyond what your spells/critters can do to it. Volcanic Fallout can only do so much to keep the board in your favor (as most of your creatures will survive the damage).

    Vengeant Lark is annoying because it can overwhelm an opponent with Ajani's tapdown (making decks relying on single ceature swings annoyed) and recursion and synergy with it's toolboxing Ranger of Eos effect.

    With the colors and theme you are working with, I will not lie that you will have a hard match up. You need to find ways to remove from game their creatures that are lark targets and keep their board under 3 critters that could swing and pop the windbrisk heights. Get in a few good swings then play conservatively when it gets to mid game (turns 4-6). Hope for a Thornling and that they do not have a path to exile in hand. In fact, Primal Command can help your deck by topping their Ajani back to deck and searching for a critter.

    Edit- turn 1 burn spells like shock can also make the difference as well.
    Posted in: Standard Archives
  • posted a message on Grixis Planeswalker Control
    I believe you can cut your four-ofs in the spell slots, 4 ofs Nyxathid and 4 of Scepters to add 3 Negates and 3 Remove Souls. Alot of your match up looks like it will depend on you keeping the field clear, and the less that gets through, the better.

    Edit- you also don't have a decent 4 mana slot drop to bridge into the Planeswalkers.

    If you can fix your mana base up a bit more, you could support Cryptic Command.

    As a finisher, you can also add in Banefire or Cruel Ultimatum.
    Posted in: Standard Archives
  • posted a message on RWB Vengeant Control
    Hey, something different for a change!

    Okay, one thing that may need a change and 1 question.

    Change- Oona. Do not like her without support (prefer counters, but it's all good). Maybe a one-of Loxodon Warhammer; comes out cheaper, faster, and helps life gain races.

    Question- How are your matches against opponents who have a draw advantage (mulldrifter, esper charm, ect.) over you to compensate for the discarding going on?
    Posted in: Standard Archives
  • posted a message on The DCC: March 12th, 2009
    Stunted Economy :2mana::symu::symu:
    Enchantment (R)
    Players cannot tap more than 4 lands for mana per turn.
    Before long the economic drive of mortals invariably leads to smaller returns from the land.
    Posted in: Custom Card Contests and Games
  • posted a message on Forum Idea: A Standard Guide to T2 Cards
    I think that yakusoku explains in best- that people want a thread for "standard in a nutshell" and "standard on a budget." Why not have both and more?

    As it stands, we can easily identify what are the best decks and then the next 1-2 levels below in tier that people should expect. Take a look at the Extended forum for this format. They have many decks in Extended listed and makes an argument for each how they work and how effective they are. An "Introduction to Standard" can easily be followed by "Decks to Expect" section that links to the relevant deck threads the top tier decks people are playing right now. We provide a list, a brief description and then a link so they can then explore the topic further.

    Next comes "Cards to Hoard"- a section dedicated to what iRebel explains are the cards people put in their decks. We can justify why and what it does briefly and what set it comes from, relative cost, and the type of decks to expect it in- For instance

    Path To Exile
    Conflux Uncommon
    Description- One of white's most powerful removal spells printed, it draws instant comparisons to Condemn (also still in standard) and Swords to Plowshares. While very powerful and useful in almost all situations, it's high priced for an uncommon and debate has occured what deck archtypes to put it in. Regardless, it is usually a must have for any player splashing white.

    I bet we can shorten the descriptions further, but basically, that is what should be expected rather than seeing Loamdragger Giant as a card in this section. It offers Standard players instant access to what cards they should get and what cards to hoard. We can also offer alternatives if they cannot obtain this card, like mentioning Condemn or Oblivion Ring, ect.

    We should also consider cards and descriptions for those cards when talking about card choices outside the powerhouses like Bitterblossom and Loxodon Warhammer. What if someone wanted to run a rogue Elemental deck and didn't see any cards on the list? Why wasn't something like this added:

    Nova Chaser
    Llorwyn Rare
    Description: Nova Chaser is a high offense card useful in Elemental themed decks and Red aggro decks. While not considered a top tier card, along with the right spells (see Right of Consumption or Soul's Fire), it could cost an opponent the game within the span of one turn. Downsides include no haste, low toughness, and the Champion effect weakness (see Mistbind Clique).

    This card represents my argument for making further additions to descriptions for the non top tier cards and for budget players. The guide can further help other players by then including an encyclopedia of the middle cards, so-so cards, and terrible cards in case people are interested.

    I agree it would take considerable time to implement all cards with a description, but by pushing it to the back of the guide and priority, it could be implemented at a further date/time, especially for future sets since starting the project now would take a long time to finish and become obsolete in certain sections by the time M10 and then the next block rotates in.

    So in summary, here is what the guide should hopefully look like:

    1. Introduction to Standard- mention what is legal, brief overview of definition (from Wiki article is fine), ect.
    2. Decks to Expect- Standard's top tier decks, descriptions, and links to their home threads.
    3. Cards to Hoard- Standard's most widely used cards and why using brief descriptions and links to cards.

    After this, the next two sections are basically up for debate. Following the discourse already established, people would like to see:

    4. Budget Guide to Standard Magic- ready made guide to offer alternatives and deck choices that can be competitive against many decks outthere.

    And then finally a description section for all cards in Magic, something I would be willing to spearhead if needed:

    5. Standard Guide to Individual Card Choices- following the format of card descriptions, make it so that each card at least has an explanation for why it sucks, is good, middle road, comparisons, ect.
    Posted in: Standard Archives
  • posted a message on Forum Idea: A Standard Guide to T2 Cards
    TbsHawk- good idea! I would avoid giving fixed prices for cards (they can vary greatly) but calling it a high priced card is a starting point. I do agree that I want to avoid the card is completely unplayable bias (guilty as charged) but the way the guide should be constructed is:

    Index with links to card's description in guide with classification based on set and card number or alphabetical listing within set.
    Descrption of card.
    Within description, like how you put alternatives, it should list other cards that do the same thing or make comparison to cards that have a wider appeal or are well known.

    But you could also crop off the top cards and place them at top/bottom of list and give alternatives to the cards exactly the way you set it up.

    Chronitog Drake- the whole project would need editors and moderator support. And if something is not correct within the descriptions format, the community should have the ability to imput their suggestions.
    Posted in: Standard Archives
  • posted a message on Forum Idea: A Standard Guide to T2 Cards
    Quote from Jack_from_NC
    I actually really like this idea, and wholeheartedly support the "similar cards" link/concept. there are a lot of us whom love magic, but simply don't have the funds to build tier 1 lists a lot of the time(that being said, I made fae and 5cc for about 1/5 of what they realy cost. roll your change, people!).
    the only visible problem I see is we'd have to limit description writting-if you made it open ended like say, wikipedia, every other day we'd see either an true, in depth description or simply "HAXORZ BEYOTCHES TIS {ARD IS TEH SUXS!". a rating system would be good, but it'd suffer the same problem(youtube comments for LULZ, anyone?)


    Descriptions really have to be more or less 1 paragraph or abstract length writings (100 words or less). You have to detail in short order why the card is good/not good and give some reasoning people agree with and what has been seen in the decks that do play it (if any). I would also like the list to include all cards in standard and if possible, explanations for various cards no used should have similar arguments (mana cost too high, vanilla creature with no abilities, ect.). Here is an example under the previous example I used: ;D

    Loamdragger Giant-
    Set- Shadowmoor, Rarity- Common, Rotates Out with-Llorwyn/Shadowmoor block
    Description- An "upgraded" version of Scaled Wurm, it's one converted mana cost less and can use green mana or red mana mana to cast. It's currently unplayable in almost all competitive standard decks due to it's lack of abilities or cheaper casting cost, falling out of the curve of most decks.

    Now that explains alot. It gives a comparison and explains why it is bad. If you wanted to find more positives, you could also mention what decks it could see play in, but at this point, you have probably persuaded the player to find a better card to fill a large creature slot with.

    However...you could mention if there is playability with the card if in conjunction with another spell or creature suite to complement the card in question-

    Inkwell Leviathan
    Set- Conflux, Rarity- Rare, Rotates Out with- Alara block
    Description- At first glance, Inkwell Leviathan looks as unplayable as it's sister card from Shadowmoor Isleback Spawn. What makes it playable in Standard are combo cards to drop it far earlier than hardcasting it, using a discard/reanimation engine revolving around Makeshift Mannequin or Master Transmuter that plays it from hand as early as turn 4. By itself, it's shroud, Islandwalk, high toughness and trample abilities make it an instant threat when it does hit the field.
    Posted in: Standard Archives
  • posted a message on Forum Idea: A Standard Guide to T2 Cards
    I was looking over the other forums and I noticed a distinct lack of any type of T2 guide that helps players either familiarize themselves with the format or explanation of card choice, ect. We do have articles related to standard, deck critique forums, competitive threads for decks, ect....but no place do we have says "What are the good cards in standard" other than your typical "What cards are good in standard threads" that pop up everywhere.

    I was thinking that as a community, we should compile a list of cards and meta information in one comprehensive thread that can introduce a player quickly to the T2 format (which is usually the most transformative of all formats due to the usual 2 year rotation of sets out of standard). It would allow an easier transition to the game and hopefully answer questions newcomers have about what is going on in the current environment. Granted Standard does change quickly when new cards are introduced, but it should be a jumping off point to what people are looking for.

    An example of using a Standard Guide with cards:

    Let's say I am an Extended player that picked up a few Raven's Crime and before I was a Standard player who played a Dredge deck and mostly own cards from Ravnica block and earlier. So my knowledge of Standard is limited. I know that in Extended Life from the Loam and Raven's Crime is a powerful combo, but I wanted to see how good it is in Standard. I hop over to the forum and see the thread for standard cards-click the link in the first thread (or post) for Raven's Crime and find a hypothetical description of Raven's Crime-

    Raven's Crime (with autocard link)-
    Set-Eventide, Rarity- Common, Rotates out with- Llorwyn/Shadowmoor block
    Description (what community says about the card-hypothetically)- Raven's Crime is a decent 1 mana discard spell with recursion. While useful in hands clogged with lands, currently there is no abusable combo in standard to make it more powerful that the other discard engines Thoughtseize or Mindshatter or the walking discard outlet Tidehollow Sculler. Still, it is useful as an alternative to Thoughtsieze beceause of the latter card's high cost (since they are both 1 mana slot discard spells).


    Now that is pretty comprehensive. The only thing that would concern me is how far do we go with the description? Can we have a ranking system of stars (like magazines used to do, now that most MtG related mags are dead, lol) or a "top ten" or most valued, dominant, ect. cards? Should we add an extra description that also allows other players to see what other cards are similar in function?

    More important, is this idea feasible? Would people appreciate the work you do for them in helping them understand card choices in Standard? Maybe even help them make decks based off of the cards we catalogue as being superior in certain respects to other cards.

    Opinions?
    Posted in: Standard Archives
  • posted a message on Destroy all your opponents permanents combo deck.
    http://crystalkeep.com/magic/rules/summaries/indexes/rule-general-420.php#420.5n

    Counter rules in a nutshell.

    Had to do a little digging to find it.

    "420.5n - If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it."

    Edit: Damn, was beaten to it. Grin
    Posted in: Standard Archives
  • posted a message on [ARB] Will ARB have one drops?
    Hmm...I still like the idea of cost reductions to make 1 drops occur, but abilities can also work as well.

    George W. Bush :3mana::symw::symg:
    Legendary Creature- Human Ape Townsfolk
    If an opponent controls a Terrorist, ~ costs :3mana::symg: less to play.
    When ~ comes into play, you may search your library for a card named Terrorist Countermeasures and put it into you hand. Shuffle your library afterwards.
    3/3
    "I'm George W. Bush and this is my amazing ability to pass legislation to prohibit terrorist activties in places I cannot see, hear, or reach."

    Terrorist Countermeasures :1mana::symu::symu:
    Enchantment
    ~ costs :1mana::symu: less to play if an opponent controls a Terrorist.
    Terrorists can't attack or block.
    "Damn you George W. Bush and your amazing ability to pass legislation to prohibit terrorist activities in places you cannot see, hear, or reach!"
    -The Terrorist

    Zombie Suprise Artist :symu::symb:
    Creature- Zombie Assassin
    Flash
    Deathtouch
    If you cycled a card this turn, ~ costs black mana less to play.
    2/1
    Grixis necromancers amuse themselves by throwing poison bloated corpses onto smooth stone walls, watching the acidic entrails carve a grotesque imprint as they slide down.

    Bigger Impression :symg::symr::symb:
    Instant
    Target creature gets +3/+3 and gains trample and deathtouch until end of turn.
    Cycling- :symg:, Cycling- red mana Cycling- black mana
    If you paid green mana to cycle ~, target creature gets +1/+1 until end of turn.
    If you paid red mana to cycle ~, target creature gains trample until end of turn.
    If you paid black mana to cycle ~, target creatures gains deathtouch until end of turn.
    Posted in: Speculation
  • posted a message on The DCC: March 11th, 2009
    Wheel of Horticulture :symg::symg:
    Artifact (R)
    At the beginning of your upkeep, shuffle your library and reveal the top card. If it is a land card, you may put it into play tapped.
    After many centuries of research and contemplation, Druids of the Grove were finally able to create a game that actually helps the environment.
    Posted in: Custom Card Contests and Games
  • posted a message on [Official Thread] Vengeant Lark
    i very often get 5 mana on turn 4 with mindstone and occasionally with ko2. I was thinking though, would i rather have a turn 3 ajani or would i want to play a turn 2 stigma lasher and punch through for some damage on turn 3 and restrict life gain for them? as long as I have PtE in my hand I can just path the blocker to get through. I would much rather give them an extra land than the ablity to gain life.

    Im not sure what I want out though. mind stones are nice cause they dont chew up turn 3, but ko2 is nice because it gives me a plains instead of a colorless.

    Any thoughts?


    Stigma Lasher for me is sideboard at best. If their deck is running an absurd amount of Life gain (B/W aggro decks), we have sufficient answers from the sideboard and maindeck to counter that threat.

    Mind Stone should not come out, for it allows a ramp into T4 Ajani, Ranger of Eos, thins deck w/ draw, ect.

    IF you do want to make room for MD Stigma Lasher, you can always cut 4-of copies of Main deck cards to 3 and change only some of the deck's composition.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Mana Ramp
    Quote from UPDOG
    Just a question.... Is anyone running Dragon Roost? I have for the past little while, as a two-of, and its been great. The problem I used to have with this deck was topdecking Lands/Ramp spells when I needed threats, resulting in me losing. But with Dragon Roost out, I don't care if I keep drawing lands or ramp spells - Every turn I'm getting a 5/5 dragon! Anyone test it? If so, have you had similar results? Thanks!


    Despite the long term advantage it can produce, it's suspect against decks that run enchantment destruction, O-ring, ect.. Also, we do not have a ready outlet like the Urza lands or Cloudpost to produce that much mana to make it a major threat at such a high cost to produce. At best, it is a 1-of, especially if you need to pull a card that does not require that much mana to start up (13 mana to use it turn it comes into play). It's better to get Broodmate Dragon for the card slot.
    Posted in: Standard Archives
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