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  • 2

    posted a message on Core Set 2019 Spoiler Discussion Thread
    This set just feels like the MTG I remember from high school. It's creative, the cards do interesting things, there's lots of cool synergy, there's a great mix of competitive cards and casual fun cards. It's just really en pointe. I, for one, am finally going to enjoy the hell out of that casual wall ramp deck I've always wanted to build with Arcades.
    Posted in: Modern
  • 2

    posted a message on The State of Modern Thread (B&R 15/01/18)
    Quote from BlueTronFTW »
    Acknowledging flaws in the creation of a data sample doesn't mean you ignore the data. You just acknowledge that it isn't perfect and look for ways to improve it.

    As for BBE...I hate jund. I get that the deck is expensive, but hell the idea that jund needs a boost because the format needs jund for some reason is so asinine to me. And yes, I'm going ahead and making the declaration that temur will be garbage and gruul zoo won't touch a four mana card.


    To the second point, BBE was banned because of Jund, not because of its intrinsic power level. Most arguments about the unbanning of BBE include discussions of Jund because of this, not because Jund deserves to be a tier one deck or because Jund is the elusive hero the format needs right now. The fact remains that BBE is an underpowered card in relation to the rest of the ban list, so it should come off. Jund will see a bump because of this, but BBE shouldn't be unbanned for that specific purpose.
    Posted in: Modern Archives
  • 1

    posted a message on The State of Modern Thread (Rules Update 27/10/17)
    Having played original Affinity in Standard back during Mirrodin, I'm resisting the urge to laugh out loud at the idea of unbanning artifact lands. That is one conversation I never thought would pick up any steam here. Robots is (and has been) a staple in this format without artifact lands. Enabling actual Affinity in addition to the tools already available to Robots is absolutely a nonstarter in Modern, to put it gently.
    Posted in: Modern Archives
  • 1

    posted a message on Temporary State of the Meta Thread (Rules Update 7/17/17)
    It's surprising to me to see a bunch of people who were around when Punishing Fire was legal advocating for its unbanning. You saw it in action, and you still think it's ok? I sure don't.
    Posted in: Modern Archives
  • 1

    posted a message on {XLN} Ixalan spoiler discussion for Modern
    Field of Ruin is tempo neutral, it fixes your mana, and it doesn't have the 4-land requirement of Tectonic Edge. Ultimately, its activation cost is the same as tec edge because it replaces itself with an untapped land. Imho, it's close to being a strictly better tec edge, but it's difficult to evaluate it against GQ. Being tempo neutral is no insignificant detail, but then, neither is its activation cost and its inability to target basics.
    Posted in: Modern
  • 5

    posted a message on How much luck is involved in Magic?
    The ability to make the best decisions with the cards in your hand and on the board is a skill. Your ability to build or to choose a deck that performs consistently in a meta you've predicted is a skill. Your ability to adapt to the obvious variance involved in a game involving blind draws and dice rolls is, itself, a skill. Apart from that, a huge part of Magic is building decks and using the cards in them to reduce random chance as much as possible. There is no question that luck is an important, and actually fun and exciting at times, part of Magic. Working around it and within its limitations is what makes a good player. You'll always have bad beats, and there's no way to eliminate luck entirely, but skill will get the job done more often than not in large samples.
    Posted in: Modern
  • 1

    posted a message on How much luck is involved in Magic?
    Quote from MemoryLapse »
    So 77% chance of drawing the land if you do all the math. But on the fly there is no hard math to review before you make a decision. Like in poker, experts play by "feel". Keeping a 2 lander in hopes of drawing a 3rd land "feels" like a solid choice to me. The math makes it as close as you can get to a safe bet that you're likely to find in MTG. Is it a guarantee? No, but nothing is a guarantee.

    Now I believe that ktk is a good player and as such he should probably retract his earlier statement. IMO he just got a bad case of hindsight being an exact science.


    I don't think he was saying that keeping a 2-land starter is objectively a bad play, simply that it's silly to blame variance when a known possible—even somewhat likely—outcome happens (not drawing a 3rd land). If you're not acknowledging the existence of probability in your decisions based on draws, then that's on you. It is simultaneously a reasonable decision to keep a 2-land hand and a known risk.
    Posted in: Modern
  • 1

    posted a message on How much luck is involved in Magic?
    Don't forget you're expected to be playing someone who is similarly skilled. Should they lose 100% of the time with a marginally inferior deck?
    Posted in: Modern
  • 1

    posted a message on How much luck is involved in Magic?
    There are a lot of factors going into a game of Magic, and most of them are not probability based. Many of the factors that are probability based are mitigated by good deck building and the use of draw and filtering. It's pretty straightforward, really.
    Posted in: Modern
  • 1

    posted a message on HOU (and the other less official ones lately. ) spoilers discussion for Modern
    Quote from bizzycola »
    Quote from Raalic »
    Regarding Rhonas's Last Stand, Goyf dies to Fatal Push, too, and it can't be recurred with Snapcaster Mage. It's likely to be bigger than Goyf for a turn or two, as well. Its biggest drawback is that it's GG.


    I would think that double green and not getting to untap 4 lands off of a snapcaster would be the draw back. It just seems to leave you very open to getting blown out hard on the following turns, you snap this back and your opponent follows up with double push or push snap push and you are left with nothing and you don't get to untap 4 of your lands seems like a highly probable line of play in the current format


    Forgive me, I just play so many mana dorks in my decks that I tend to assume it's obvious you're going to need them to support this card. It's only good in a small handful of decks, and they'll have a tough time finding room, but it could shine there.
    Posted in: Modern
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