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  • posted a message on MTGO Ratings
    The number of rating points at stake in any match is given by the formula 16/(1+10^((Loser's Rating - Winner's Rating)/400)). [EDIT: For Daily Events and other scheduled tournaments, replace 16 with 24.] The winner gets that many points. The loser loses that many. The number of game wins has nothing to do with it.

    Players start at 1600.

    Example: If your rating is 1700 and you play against another 1700-rated player, you will steal 8 points from your opponent if you win, and your opponent will steal 8 points from you if he wins. If your rating is 1700 and you play against an 1800-rated player, you will steal 10.25 points from your opponent if you win, and your opponent will steal 5.75 points from you if he wins.

    A general interpretation of the ratings: 1600 = not so hot or new, 1700 = above average, 1800 = good, 1900 = great (or more likely, you've been lucky recently).
    Posted in: Limited (Sealed, Draft)
  • posted a message on [Official] PT Journey into Nyx Discussion Thread
    Congrats to Pat Chapin. He played those on-camera matches in the Top 8 about as well as it was possible to play them. The field was really tough and he made it look easy.
    Posted in: Block Constructed
  • posted a message on Pro Tour Coverage Quality
    I don't think there's anything wrong with saying "Stormbreath Dragon is good against control." But typically their discussion starts and ends with "This is good for Finkel" or "This is bad for Kai". I'm pretty sure even people who play casually would appreciate some basic strategy discussion:

    Announcer 1: "Finkel draws Stormbreath Dragon. That's really good against a control deck like Kai's."
    Announcer 2: "Yeah, and that may set the tone for the rest of the game. Finkel knows Kai could easily have Dissolve in hand here, and Finkel has got to be aware that Stormbreath Dragon is very hard for Kai to beat without countering it, so I suspect Finkel will now try to bait Kai into using his counter on something else."
    Announcer 1: "Of course, we know that Kai doesn't have a counter."

    And so on. I don't think this would alienate casual players.
    Posted in: Magic General
  • posted a message on Attachments rejected for allegedly being too large
    I've tried a few new files. The first time, it worked, but this was a fluke because I tried again as an experiment and it rejected it. The second file didn't work the first two times. Based on my experience, I bet it would work eventually if I tried it enough times. The third file worked the first two times I tried, but failed the third time.

    There didn't seem to be a difference between pressing Ctrl+F5 and not pressing it.

    I now think the problem might be some weird connection or browser issue that for some reason only happens for me on MTGS. The reason is that I have noticed another thing happening, which is that sometimes I will preview a post and the page will display with no style.
    Posted in: Forum Software Feedback and Bug Reports
  • posted a message on Pro Tour Coverage Quality
    Yeah, WotC really needs to get a color commentator and use him or her effectively. LSV does a pretty good job when they have him, but he isn't always there, and even when he is, I feel like they restrict him by asking him dumb questions and talking at times when he should be giving the commentary.
    Posted in: Magic General
  • posted a message on Attachments rejected for allegedly being too large
    Thanks for the help! Unfortunately the problem still seems to be there (I just tested). I suppose it could be my connection, but I can watch youtube videos, etc., without any noticeable hiccups.

    I also tried using standard Firefox (I'm normally on Pale Moon) and it still happened.

    It's not a big issue for me (after all, it does upload the images if I try enough times) but I thought you all might want to know.

    P.S.: When you say "upload limit", do you mean the per-file limit, or is there a global limit to the size of all my uploads? If the latter, how can I check whether I'm approaching my quota?
    Posted in: Forum Software Feedback and Bug Reports
  • posted a message on Draft
    I think you started forcing from P1P1.

    P1P1: I admit I don't know exactly how good Strength from the Fallen is, but I don't think it's very strong. When it comes down to it, it is sorcery speed pump that only works under certain conditions and doesn't trigger heroic. If I'm going to take a green card, I'd much rather have Colossal Heroics or Ravenous Leucrocota. Alternatively, I might pick Akroan Mastiff.
    P1P2: I'm probably taking Magma Spray. The other options I'm looking at are Cast into Darkness and, if I want to be really ambitious, Scourge of Fleets.
    P1P3: Satyr Hoplite and Riddle of Lightning are in contention for me. I think Hoplite.
    P1P4: Mogis's Warhound, and I'm definitely red now.
    P1P5: Another Mogis's Warhound
    P1P6: Probably Harvestguard Alseids
    P1P7: Supply-Line Cranes or Ajani's Presence, and this definitely suggests that white is open, so I'm looking to be WR now.
    P1P8: No playables
    P1P9: Wheeled starfall.
    Posted in: Sealed Pool & Draftcap Discussion
  • posted a message on Attachments rejected for allegedly being too large
    I tried to make a post with image attachments. Attempting to upload the images gave the following message:
    The file provided is too large. Please provide a file less than 1 GB.
    The image in question was about 300 KB in size.

    After trying the same thing a few times it eventually worked.

    I've attached the image to this post for reference. It took 4 tries to get it to stick.
    Posted in: Forum Software Feedback and Bug Reports
  • posted a message on [Swiss] In search of the fabled "Control Deck"
    My first online draft in a very long time....



    ------ JOU ------

    Pack 1 pick 1:
    Cloaked Siren
    Lightning Diadem
    Lagonna-Band Trailblazer
    Market Festival
    Pheres-Band Thunderhoof
    Gluttonous Cyclops
    Bloodcrazed Hoplite
    Oppressive Rays
    War-Wing Siren
    Satyr Grovedancer
    Disciple of Deceit
    Nightmarish End
    Swarmborn Giant
    --> Dictate of Erebos
    Forest

    Oh, so you were hoping there would be a game of Limited Magic? Too bad, I suddenly have Grave Pact.

    Pack 1 pick 2:
    Harvestguard Alseids
    Golden Hind
    Returned Reveler
    Countermand
    Pensive Minotaur
    Gluttonous Cyclops
    Sigiled Starfish
    Starfall
    Cruel Feeding
    Stonewise Fortifier
    Riddle of Lightning
    Swarmborn Giant
    --> Banishing Light
    Island

    I took this card because it is better than the other cards in the pack.

    Pack 1 pick 3:
    Cloaked Siren
    Lightning Diadem
    Lagonna-Band Trailblazer
    Market Festival
    Pheres-Band Thunderhoof
    Gluttonous Cyclops
    --> Bloodcrazed Hoplite
    Oppressive Rays
    War-Wing Siren
    Satyr Grovedancer
    Tormented Thoughts
    Strength from the Fallen
    Mountain

    This card seems good, and I want to play black.


    Pack 1 pick 4:
    Godhunter Octopus
    Font of Vigor
    --> Pharika's Chosen
    Countermand
    Bladetusk Boar
    Cruel Feeding
    Mortal Obstinacy
    Sigiled Starfish
    Riddle of Lightning
    Thoughtrender Lamia
    Triton Cavalry
    Mountain

    I *really* want to play black. Riddle of Lightning, perhaps?

    Pack 1 pick 5:
    Countermand
    Lightning Diadem
    Eagle of the Watch
    Market Festival
    --> Grim Guardian
    Cloaked Siren
    Desecration Plague
    Cast into Darkness
    Ritual of the Returned
    Pull from the Deep
    Forest

    Sweet. Plus, I already have two enchantments.

    Pack 1 pick 6:
    Font of Return
    Font of Fortunes
    Aspect of Gorgon
    Oppressive Rays
    Pin to the Earth
    Renowned Weaver
    Thassa's Devourer
    --> Crystalline Nautilus
    Blinding Flare
    Island

    Pin to the Earth might be better but I want to try this guy. It's bad against the heroic decks but seems good against most other things.

    Pack 1 pick 7:
    Armament of Nyx
    Harvestguard Alseids
    Returned Reveler
    Kruphix's Insight
    --> Rise of Eagles
    Font of Ire
    Thassa's Ire
    Worst Fears
    Swamp

    Worst Fears is sweet, but can't possibly do anything ever. This works nicely with Grim Guardian, and I seem set up for a control deck that might be able to actually use it effectively. The only problem is it isn't white, but it does seem better than Harvestguard Alseids.

    Pack 1 pick 8:
    Font of Fortunes
    Sigiled Skink
    Font of Ire
    Aspect of Gorgon
    Mortal Obstinacy
    --> Brain Maggot
    Knowledge and Power
    Forest

    I think it's okay.

    Pack 1 pick 9:
    --> Cloaked Siren
    Lightning Diadem
    Lagonna-Band Trailblazer
    Market Festival
    Oppressive Rays
    Satyr Grovedancer
    Forest

    Nice wheel, given that I've been taking blue cards. White definitely was a possibility too.

    Pack 1 pick 10:
    Returned Reveler
    Pensive Minotaur
    Gluttonous Cyclops
    --> Cruel Feeding
    Stonewise Fortifier
    Island

    Here I should have taken the 1/3, not that it's very good.

    Pack 1 pick 11:
    --> Lightning Diadem
    Market Festival
    Oppressive Rays
    Strength from the Fallen
    Mountain

    Pack 1 pick 12:
    Font of Vigor
    --> Countermand
    Cruel Feeding
    Mountain

    I think this is a reasonable sideboard card.

    Pack 1 pick 13:
    Countermand
    --> Pull from the Deep
    Forest

    Pack 1 pick 14:
    --> Thassa's Devourer
    Island

    "We could go real deep here." -- Thassa

    Pack 1 pick 15:
    --> Swamp

    ------ BNG ------

    Pack 2 pick 1:
    Scouring Sands
    Charging Badger
    Floodtide Serpent
    Felhide Brawler
    Culling Mark (FOIL)
    Bolt of Keranos
    Pheres-Band Tromper
    --> Asphyxiate
    Fall of the Hammer
    Cyclops of One-Eyed Pass
    Gorgon's Head
    Thassa's Rebuff
    Vortex Elemental
    Fated Infatuation
    Forest

    Fated Infatuation is fun but my best cards are not creatures and Asphyxiate is removal.

    Pack 2 pick 2:
    Great Hart
    Satyr Wayfinder
    --> Nyxborn Eidolon
    Bolt of Keranos
    Kragma Butcher
    Loyal Pegasus
    Elite Skirmisher
    Mortal's Resolve
    Everflame Eidolon (FOIL)
    Kraken of the Straits
    Fanatic of Xenagos
    Dawn to Dusk
    Scourge of Skola Vale
    Island

    Kraken of the Straits is an interesting finisher but I doubt that will be an issue.

    Pack 2 pick 3:
    Eye Gouge
    Evanescent Intellect
    Fearsome Temper
    Crypsis
    Reckless Reveler
    Grisly Transformation
    Snake of the Golden Grove
    Elite Skirmisher
    Oreskos Sun Guide
    Skyreaping
    --> Shrike Harpy
    Glimpse the Sun God
    Mountain

    Glimpse is good but I haven't exactly seen other white cards. I think we're set on UB, with maybe splashing the O-ring if I get traveler's amulets.

    Pack 2 pick 4:
    Charging Badger
    Pharagax Giant
    Sphinx's Disciple
    Ephara's Radiance
    Setessan Starbreaker
    Forsaken Drifters
    Aspect of Hydra
    Mortal's Resolve
    Divination
    --> Odunos River Trawler
    Heroes' Podium
    Island

    I have a lot of enchantment creatures in my deck.

    Pack 2 pick 5:
    Mortal's Ardor
    Eye Gouge
    Swordwise Centaur
    Epiphany Storm
    Hold at Bay
    Reckless Reveler
    Snake of the Golden Grove
    Stormcaller of Keranos
    Ephara's Enlightenment
    --> Siren Song Lyre
    Swamp

    This card seems like it might be sideboarded occasionally.

    Pack 2 pick 6:
    Scouring Sands
    Charging Badger
    --> Floodtide Serpent
    Felhide Brawler
    Ephara's Radiance
    Pheres-Band Tromper
    Fall of the Hammer
    Cyclops of One-Eyed Pass
    Ragemonger
    Mountain

    I don't know if it's maindeckable, but I can make it attack with reasonable frequency, so if a 4/4 is good I'll want it. Fall of the Hammer this late is absurd but there's nothing we can do about it. Also, Felhide Brawler seems awful in what I'm hoping will be a control deck.

    Pack 2 pick 7:
    Charging Badger
    Pharagax Giant
    Sphinx's Disciple
    Ephara's Radiance
    Setessan Starbreaker
    --> Forsaken Drifters
    Aspect of Hydra
    Mortal's Resolve
    Swamp

    Terrible pack. Sphinx's Disciple seems too slow and I doubt I would play it.

    Pack 2 pick 8:
    Scouring Sands
    Felhide Brawler
    Griffin Dreamfinder
    Weight of the Underworld (FOIL)
    Impetuous Sunchaser
    --> Deepwater Hypnotist
    Ashiok's Adept
    Plains

    This probably should have been Weight.

    Pack 2 pick 9:
    Scouring Sands
    Charging Badger
    Floodtide Serpent
    Culling Mark (FOIL)
    Cyclops of One-Eyed Pass
    --> Gorgon's Head
    Forest

    Not playing 2 Floodtide Serpents.

    Pack 2 pick 10:
    Great Hart
    Satyr Wayfinder
    --> Kragma Butcher
    Mortal's Resolve
    Dawn to Dusk
    Island

    Pack 2 pick 11:
    Eye Gouge
    Evanescent Intellect
    --> Grisly Transformation
    Skyreaping
    Mountain

    OK with Floodtide Serpent.

    Pack 2 pick 12:
    Charging Badger
    Ephara's Radiance
    --> Forsaken Drifters
    Island

    Pack 2 pick 13:
    Epiphany Storm
    --> Hold at Bay
    Swamp

    Pack 2 pick 14:
    --> Scouring Sands
    Mountain

    Pack 2 pick 15:
    --> Swamp

    ------ THS ------

    Pack 3 pick 1:
    Warriors' Lesson (FOIL)
    Sip of Hemlock
    Stymied Hopes
    Spearpoint Oread
    Vulpine Goliath
    Yoked Ox
    --> Baleful Eidolon
    Annul
    Scholar of Athreos
    Felhide Minotaur
    Gainsay
    Kragma Warcaller
    Arena Athlete
    Polis Crusher
    Forest

    Nice. Instead of the Ashiok I obviously deserved, I opened a creature with protection from my entire deck. Oh well. I might wheel Sip, but if I don't I might wheel Felhide which would also be playable.

    Pack 3 pick 2:
    Mnemonic Wall
    Viper's Kiss
    --> Bident of Thassa (FOIL)
    Defend the Hearth
    Leonin Snarecaster
    Priest of Iroas
    Read the Bones
    Thassa's Bounty
    Deathbellow Raider
    Borderland Minotaur
    Ordeal of Purphoros
    Tormented Hero
    Thassa's Emissary
    Forest

    Sure, Thassa's Emissary is probably just better, but you can take my foil bident when you pry it from my cold dead tentacles.

    Pack 3 pick 3:
    Pheres-Band Centaurs
    Nylea's Presence
    Blood-Toll Harpy
    Breaching Hippocamp
    Aqueous Form
    Spearpoint Oread
    Vulpine Goliath
    Wavecrash Triton
    Horizon Chimera
    Sentry of the Underworld
    Cutthroat Maneuver
    --> Curse of the Swine
    Island

    I have very few heroic enablers, so Triton seems bad. Were were all my Retraction Helices and Nyxborn Tritons?

    Pack 3 pick 4:
    Prescient Chimera
    Demolish
    --> Returned Phalanx
    Coastline Chimera
    Defend the Hearth
    Leonin Snarecaster
    Boon of Erebos
    Horizon Scholar
    Anvilwrought Raptor
    Triton Fortune Hunter
    Anax and Cymede
    Island

    I still don't think I need high end that badly.

    Pack 3 pick 5:
    --> Prescient Chimera
    Demolish
    Lost in a Labyrinth
    Agent of Horizons
    Fade into Antiquity
    Setessan Griffin (FOIL)
    Setessan Griffin
    Triton Shorethief
    Artisan's Sorrow
    Evangel of Heliod
    Island

    See? That's why I didn't need to take a big flyer in the last pack.

    Pack 3 pick 6:
    Fleshmad Steed
    Nylea's Disciple
    Blood-Toll Harpy
    Benthic Giant
    Spearpoint Oread
    Scholar of Athreos
    Triton Shorethief
    Ordeal of Erebos
    --> Insatiable Harpy
    Swamp

    Ordeal is good too. I'm not sure about this one.

    Pack 3 pick 7:
    Nessian Courser
    March of the Returned
    Silent Artisan
    Blood-Toll Harpy
    Breaching Hippocamp
    Aqueous Form
    Flamecast Wheel
    --> Shipwreck Singer
    Swamp

    Smile

    Pack 3 pick 8:
    Mnemonic Wall
    --> Viper's Kiss
    Wild Celebrants
    Benthic Giant
    Setessan Battle Priest
    Horizon Scholar
    Spellheart Chimera
    Plains

    Probably should have been Horizon Scholar.

    Pack 3 pick 9:
    --> Sip of Hemlock
    Stymied Hopes
    Yoked Ox
    Annul
    Felhide Minotaur
    Gainsay
    Forest

    Nice, I wheeled the better card.

    Pack 3 pick 10:
    Mnemonic Wall
    --> Viper's Kiss
    Defend the Hearth
    Priest of Iroas
    Thassa's Bounty
    Forest

    I thought about Mnemonic Wall, but there are definitely decks against which you want 2x Viper's Kiss.

    Pack 3 pick 11:
    --> Blood-Toll Harpy
    Breaching Hippocamp
    Horizon Chimera
    Cutthroat Maneuver
    Island

    I don't know if this is even good in my deck, but I still don't think 6-drops are that important in this format. Plus, when I have Grave Pact, it doesn't matter what 6-drop I cast.

    Pack 3 pick 12:
    Demolish
    --> Coastline Chimera
    Defend the Hearth
    Island

    Pretty late.

    Pack 3 pick 13:
    --> Lost in a Labyrinth
    Triton Shorethief
    Island

    Pack 3 pick 14:
    --> Triton Shorethief
    Swamp

    Pack 3 pick 15:
    --> Swamp

    Deck:
    This didn't really end up being as much of a control deck as I had hoped (where are my Gray Merchants???) but at least it's more interesting than a typical aggro deck. After a promising pack 1, packs 2 and 3 were below average, so I expect a 2-1.

    Matches:
    Win, loss, win.

    Highlights:

    I never drew Grave Pact in a relevant situation.

    In M1G3, I did 9 damage with Grim Guardian and even got to live the dream with Floodtide Serpent (I brought it in against a Standard Minotaur/Bolt of Keranos/Starfall deck).

    I skillfully punted M2G2 by missing my 4th land drop with lands in my hand.

    In round 3, I had to play against Brimaz. Fortunately, Brimaz has a built-in drawback:

    Posted in: Sealed Pool & Draftcap Discussion
  • posted a message on How do you go about making sure you have enough early game in a draft?
    You should start prioritizing early drops over more expensive cards from pick 1 pack 1 and never stop. You should never take an expensive card over a playable cheap one, unless you are absolutely sure you know what you're doing. In this format in particular, it is almost always wrong to take the expensive cards, because there are so many ways to make early drops transform into late-game threats.

    If you're anything like me, this sounds like the least fun thing ever, but I'm pretty sure it's correct. And in practice you do get to play with the 5-drops too. If you take 2- and 3-drops all through the first two packs and then you come to Theros and see Nessian Asp versus some random 3-drop, you can safely take the Nessian Asp at that point because if you followed this suggestion, you won't be overloaded with 5-drops.
    I might be over-valuing Golden Hind, but if I don't see them in pack 1, I don't want to be green.
    No, I think that's about right.
    Posted in: Limited (Sealed, Draft)
  • posted a message on How to get opponent to announce passing of priority in upkeep/draw?
    If you want to play Tidehollow Sculler (or more likely Vendillion Clique) during your opponent's draw step, you have a number of options.

    One is to say "Stop on your draw step next turn" beforehand. Of course, this gives up information, unless you sometimes do it as a bluff, so you may not be okay with that.

    Another is to wait for your opponent to draw a card, and then quickly say "Stop. I may have an effect during your draw step -- do I have priority?" (Or, for short, "During your draw step...".) If your opponent rushes on to the main phase and doesn't give you time to stop him, you have every right to say "Hold on, I had an effect during your draw step." If he peeled Wrath of God and immediately slammed it on the table, it's his fault that he revealed information, not yours. He rushed you and now he has to pay the price.

    Of course he may decide to lie to the judge and say he waited quite a while before slamming the wrath, but almost any situation can go badly for you if your opponent gets away with lying to the judge.

    For your question about attack step, if your opponent quickly starts declaring blockers and you still have an effect, say "Wait! It's still the declare attackers step and I have an effect." Alternatively, as you declare attackers, say, "I may have an effect during my declare attackers step, so hold on." Again, if your opponent tries to rush you, it's his fault that he gives up information, not yours.

    This situation is easier than the last one since, if you're attacking, you have priority first in the declare attackers step. So just use your priority right away, and there shouldn't be any problems.

    In my experience most judges will get both of these situations right most of the time. When you think there may be an issue, it never hurts to remind your opponent at the beginning of the game that you might occasionally make plays at unusual times and that it would be nice if he didn't rush you.

    EDIT: If you need some support, note that the Tournament Rules has a section on shortcuts. Notably absent is any mention of "Players pass priority during draw steps" as a standard shortcut. The players could agree to use that as a shortcut, but unless they do so agree, it's not being used.
    Posted in: Magic Rulings Archives
  • posted a message on Do you like the M15 frame?
    I do like the fact that the whole bottom of the card is black.

    I'm neutral on the stamps. I don't like the way they look but I understand why they might want such a thing.

    I don't like the way the colored part of the border peels behind the text box. I would have preferred if it continued until the black strip below the text box.

    I don't like the font.

    I absolutely hate the design credit masquerading as flavor text. Having a design credit inside the actual text box is like anti-flavor -- it shatters any sense of immersion that you might have had. Design credits aren't a terrible idea but they should be down in the bottom matter with the artist credit.
    Posted in: Magic General
  • posted a message on Confessions of a V4 convert
    Quote from Spitlebug
    I am actually O.K. with a horizontal phase bar. It's no better or worse than a vertical phase bar and since it appears above your hand, it actually takes up less useable space.
    Actually, it is significantly worse from a space perspective. In v3, the phase indicator and the stack share space. This was a really smart design decision -- so smart, in fact, that most people don't even consciously realize that the names of the phases disappear when a spell is on the stack. The v3 phase indicator is located at the left side of the screen, reducing the horizontal space available for the battlefield and hands. But the battlefield rarely fills up horizontally, so this isn't usually an issue.

    In v4, the phase indicator doesn't share space with anything, which means the stack has to pop up over the battlefield. I think we can all agree that the battlefield is usually much more important than the phase indicator, so having the stack partially obscure the battlefield is worse than having the stack partially obscure the phase indicator. Furthermore, the v4 phase indicator is located near the bottom of the screen, reducing the vertical space available for the battlefield and hands. Unlike horizontal space, the vertical space is at a premium, since it is used in every game.

    In short, it is a really poor place to put the phase indicator. This is one of the two major UI design issues I still have with the client (the other being the inability to pop out or otherwise expand the graveyard). At this point, though, the performance issues are much more urgent than the design issues.
    Posted in: Other Formats
  • posted a message on [Single Card Discussion] Renowned Weaver
    It's weak and I can't understand why anyone would actually want to play it. On the other hand, you rarely get 23 cards you want to play.

    I don't think it gives the illusion of value. It's just a slight variation on Canopy Spider -- sometimes you have to pay 1 extra mana, but other times you gain a couple life. Where is the value? At least Trading Post could, theoretically, give you value.
    Posted in: Limited (Sealed, Draft)
  • posted a message on [[Official]] Shuffling: The Truth and Maths (Primer)
    Here is a comparison of 4 different shuffling methods by the number of "runs" they produce. A "run" is basically a clump of either lands or spells. If your deck has 10 cards and they are ordered LLSSLSSSSS, it has 4 runs. If they are ordered SSLSSLSSLS, it has 7 runs. Most players would like to have lots of runs because that breaks up land clumps or spell clumps, so the number of runs is very relevant to the game of Magic.

    All the tests were done with a 60-card deck containing 20 Forests and 40 Grizzly Bears. In the first chart, you can see the number of runs that resulted from 4 different shuffling methods when the lands all started on top of the deck. In the second chart, you can see the number of runs that resulted when the deck started mana-woven (lands every 3rd card).

    Notice that according to this metric, 4 riffle shuffles is essentially indistinguishable from true randomness. This does not mean that 4 riffle shuffles is enough to randomize your deck, unless you routinely play with the 20 Forest 40 Grizzly Bears deck. But notice how poorly the pile shuffles did. The 5-pile shuffle created noticeably fewer runs than a random method in both cases. The 6-pile shuffle created noticeably more runs than a random method in both cases. Finishing with a riffle shuffle wasn't enough to fix the problem.

    Conclusion: A player could gain an advantage (or disadvantage!) by doing 3 pile shuffles followed by a riffle shuffle instead of 4 riffle shuffles. Don't do this, and don't let your opponents do it either.

    Conclusion 2: Mana weaving appears to be a total waste of time, because 4 riffle shuffles were enough to erase any disadvantage arising from having all the lands start on top of your deck. If you're serious about randomizing your deck, you're going to do at least 4 riffle shuffles, so why bother mana weaving?

    Details:
    The truly random shuffle uses the Fisher-Yates algorithm.

    The riffle shuffle uses the binomial model. First, the deck is separated into two piles (A and B) by the binomial distribution without changing the order of the cards. Then, the cards are dropped one by one, with the likelihood of dropping a card from pile A at each step proportional to the size of A.

    The pile shuffle deals the cards into the appropriate number of piles and then randomly stacks the piles on top of each other.
    Posted in: Magic General
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