I love how you think I ignored the list with Remands...look at the final standings, he ended up at 210th place with 30 points. After that 9-0 start he went 1-5. Not bad but not amazing either, and I believe that if he cut the cute stuff like Remand he could have gone 11-4 or better.
Again you think that I'm just a Finkel fanboy who won't play anything that he doesn't. Good grief, I just said that I played Storm with Bolts, Remands and Gifts before and found them to be lacking. The Bolt and Remand list was really old and honestly, it did more harm than good to my game because it was so slow (relatively speaking) that it left me scratching my head as to how Storm was ban-worthy.
I played the Epic Experiment version when Song was legal. I played the Young Pyromancer version during the postban BG-dominant days. I even tried Channel the Suns as a replacement for Seething Song - that didn't get far, but it left me with a valuable lesson: don't try to play a 3 color storm combo deck in Modern, your life total and mana base simply can't handle it. If you think I don't try out enough versions of Storm, you're wrong.
And guess what? I actually made a suggestion on improving Finkel's build (play Thought Scours) back in July 2013. Get this right, I do not blindly netdeck Finkel's lists. I'm ready to say when I think he didn't build his deck optimally - hell, even for the recent PT list I disagreed with only 2 Grapeshot. Lay off the personal attacks, because they're demonstrably false and you just look desperate for trying them.
And for the last time: I gave Gifts enough chances. It didn't prove itself worthy of them. Good God, you think I just write off Gifts without even testing it, well, get this: I tested Gifts and it wasn't good enough. How many times do I have to say "I tested Gifts" before it sinks in? I'm cool if you don't agree, but if you think I make a stance based on zero testing (without the appropriate disclaimers), you've got another thing coming.
Storm is certainly customizable, you can make the decision of whether to play Desperate Ravings and 16 lands for Faithless Looting and 18. More seriously though, you certainly can play Gifts or Remand and still manage to win some games - I would know because I've played them before. The big question is whether you win more often when playing a boring cantrip-only deck or a flashier one with Gifts etc. I've already decided the answer for myself and again it's fine if you disagree, but leave the personal attacks out.
Oh and one thing: ANT > TES. Source, just click Compare Decks. There's only 1 deck with 12 lands, Rite of Flame and Silence. Yeah, I might not look like it, but I pay attention to Legacy too, and can tell the difference between ANT and TES. The fact is, some Storm decks are just more viable than others. You'd do well to remember that.
At the end of all this, I think that it just started because I brought up tournament results from Finkel, Ruel, etc. as data, which you then interpreted as me being a netdecking noob who only sings the praises of the pros. Well, time to un-Incept yourself. Reach deep into your mind and get the idea that I only know how to netdeck out of your head, and we can finally have a civilized conversation.
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izzetmage posted a message on [Primer] UR Storm (5/2013 - 7/2014)Posted in: Modern Archives - Proven -
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DotMatrix posted a message on Temp Banlist Thread: DRS Banned, BB/Nacatl Unbanned!VOTE FOR DREAD RETURN 2014-2014Posted in: Modern
YOU CANNOT DENY HIS NARCOMOEBA STIMULUS PACKAGE. -
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LandBoySteve posted a message on [[Official]] Modern Masters and its Impact on ModernPosted in: Modern CommunityQuote from ValarinWhats the difference between a TCG and a CCG? Wikipedia calls them the same thing.
The definition itself has evolved over time. 20 years ago, CCG didn't exist. The only "collectible" cards were sports cards, TV show cards, etc. You didn't collect games. Magic changed all that but not initially. Initially, the "vision" was one of trading with your friends, not ripping a foil Jace from a box of WW and selling it for $1,000.
Magic became a CCG when organized play began and all the original "visions" were shot to hell. That's when the CCG definition came into play, with the advent of cards being sold for insane prices, and eventually the merging of the two definitions.
Remember, Wiki is how old? It was launched in 2001. That's 8 years after Magic was created.
Today we generally accept that TCGs ultimately BECOME CCGs, but it wasn't always like that.
If you think I'm wrong, back in 94, players were trading Black Lotus for Shivan Dragon because all they cared about was having a card that they wanted to play.
I am not denying what Magic has evolved into. In fact, as far as collectibles go in the TCG genre (baseball, football, etc.) it is one of the pricier ones given how relatively young it is. Sure, you gave baseball cards that cost more (Bowman Mantle Rookie goes for about $30,000) but that card is also about 60 years old.
And that scares me as far as what some Magic cards might eventually cost especially since unlike baseball cards, that just sit in binders and look pretty, Magic cards get played. And a lot of their value IS in the fact that the cards are played and not age alone.
Anyway, I hope this clears up the whole TCG, CCG thing. They weren't the same thing always. They just became that way because of the popularity of the game and the need for players to put the most competitive decks together that they can, thanks to the constructed play that Magic was never supposed to be about.
I guess Richard Garfield, with all his creativity, was very short sighted in that respect. -
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thethirdbardo posted a message on [[Official]] Current Modern Banned List Discussion (Announced)Never underestimate the power of WOTC to release under tested, busted as hell blue cards. Have faith, my friend.Posted in: Modern Archives -
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macrie69 posted a message on Would you use a magic the gathering vending machine?As hard as I tree, I wood not leaf my magic cards in a vending machine as they are often vandalized.Posted in: Magic General - To post a comment, please login or register a new account.
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When I get around to it ill probably post my foiled Assault-Loam list, but I might have to pick up foil Onslaught Bloodstained Mires first.
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Why does it matter if some player decided to netdeck the list, and why are you "calling out" inexperienced storm players for wanting to start with a pro's list? While I do not believe that players should blindly netdeck a pro's list, my opinion against that is based on my belief that any changes to the list should be made based on a player's experience and understanding of the deck, and I do not believe that a person new to the archetype is going to have the knowledge to make positive changes to the deck without first starting with a basic frame, in this case the latest PT/GP decklists. Everyone needs to start somewhere, and if we call out new players for starting with Finkel's list, all we will be doing is alienating them from playing the deck entirely, or creating an argument that will inevitably devolve into a series of personal attacks like we have seen in this thread many many times. That is not constructive. When you see someone new to the deck, help that person. Give him advice on how to play the deck better, and let his personal experiences with the deck guide his future decklist changes.
As for Gifts Ungiven, I am still in love with the card, but I don't believe that it is worth building the entire deck around, and I certainly don't believe its worth making the deck a full turn or two slower. I view gifts as a tutor, a way to set up a guaranteed loop that ensures victory, be it tutoring for cards to activate ascension or to tutor up and set up Past in Flames. This is the list I am currently playing:
3 Misty Rainforest
4 Scalding Tarn
1 Shivan Reef
3 Snow-Covered Island
1 Snow-Covered Mountain
4 Steam Vents
4 Goblin Electromancer
Enchantments (4)
4 Pyromancer Ascension
Instants (17)
2 Desperate Ravings
4 Desperate Ritual
1 Gifts Ungiven
2 Lightning Bolt
4 Manamorphose
4 Pyretic Ritual
2 Faithless Looting
4 Gitaxian Probe
3 Grapeshot
2 Past in Flames
4 Serum Visions
4 Sleight of Hand
As you can see, I cut down to 1 Gifts. I originally had 3, but the card is quite slow, and as izzetmage has pointed out, it doesn't win the game on its own. It is a card that wants to be cast mid-combo, and when you do, you find yourself with that guaranteed loop we both love so much. I am probably going to cut the 4th Electromancer as it rarely does anything for me (one of the benefits of only owning 3 foil Electromancers is that you always know which one is the 4th) in favor of another Shivan Reef, and I am still on the fence about the bolts and ravings. Bolt is very nice at dealing with opposing problem creatures, but I do find myself pitching it to Lootings more often than not, so Im not entirely sure if I want to continue having 2 in the main. Desperate Ravings, I just cant make up my mind about. The card advantage is nice, but I find myself discarding key cards a large amount of the time, and I always want to have a Looting immediately afterwards to clear out the jank that lady luck didn't want me to discard. I think im going to test it some more, but am probably going to cut the bolts and Ravings for another Looting and 3 Peer Through Depths
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I played 2 Extended seasons with at least 3 jittes in my 75, one of which in a deck playing 4 Stoneforges, so yes, i am fully aware of how good jitte is.
What i dont believe however is that its as format warping as many people here think it is. It is not going to be a 4 of in every creature deck. More likely it would become a sideboard card, much like batterskull is now, except more widely played (not exactly hard to do) because of its cmc.
Im not saying it should get unbanned, i honestly dont care. I just wanted to point out that people are exaggerating a bit when they mention the effect jitte would have on the format
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This wouldnt do anything productive for the format though...
Nothing needs to be done to Storm. Its a turn 4 combo deck that is a shadow of what it once was. Its good, but its not oppressive. All giving back Song will do is make the deck faster, at which point the wincon really doesnt matter as much as non-storm players think it would.
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Izzetmage, your idea intrigued me, so Ive decided to try it.
I decided to goldfish 10 games with the following rules:
1: Properly shuffle, only keep hands that you would keep in an actual game situation.
2: Play as though it were an actual game, not to highlight the power of any specific card. This is to prevent bias and show how a real game would proceed.
3: Assume every game we are on the play.
4: Every goldfish that doesn't result in a Lethal Grapeshot or Warrens that produces 20+ goblins is considered a failure, with the sole exception being a t2-t3 warrens that would produce enough goblins to kill t5.
5: Any unorthodox uses for Looting must be noted.
I have yet to try it with Ravings, but here is what 10 games with Looting resulted in:
Game 1:
Only cast 1 Looting, discarding 2 excess lands. T4 win.
Game 2:
First Looting discarded a land and Grapeshot.
Second Looting was a flashback with an active ascension after a poor draw off of [/c]Manamorphose[/c], discarding 2 ascensions 1 Goblin and a land. Turn 4 win
Game 3:
First Looting discarded an excess land and a Past In Flames.
Second Looting discarded a land an an extra ascension.
Third Looting was cast with an active ascension, discarding 3 lands and another ascension. Turn 4 win.
Game 4:
First Looting discarded 2 lands.
Second Looting was cast with an active ascension, 12 red mana floating, PiF in hand, but no Morphoses or kill spells in sight. Flashback Looting to self-mill, looking for a morphose or a kill spell, discarding 2 lands a Gifts Ungiven and a Goblin.
Third Looting was drawn off of second, again self-mill looking for morphose or a kill spell. Discard a goblin land ascension and second PiF.
Forth Looting was drawn off of third, again trying to self-mill into morphose or wincon with enough mana to flashback PiF and recast all my rituals. 1 card in hand before looting resolves, discard Warrens Ritual off of the first, Morphose with second on the stack, Peer with second on stack to grab 2 more rituals, discard 2 Probes to original Looting. T4 win.
Game 5:
First Looting was cast to boost storm count for the Warrens/PiF hand I naturally drew, discard Land and Looting.
Second Looting also cast simply to boost the storm count, discard Peer and Visions, make 48 goblins on t3
Game 6:
First discards land and Goblin
Second discards 2 lands, gets ascension active.
Third cast to boost storm for Warrens, morphose between Lootings, discard Warrens Visions Goblin Land. T4 win.
Game 7:
Only Looting discards an extra goblin and Grapeshot. T4 win.
Game 8:
Naturally drew into lethal Warrens hand, no lootings cast. T4 win.
Game 9:
First Looting to try setting up ascension, discard Grapeshot and Ritual.
Second Looting cast with an active ascension, discard 3 lands and an extra PiF
Third Looting cast to self-mill to power the PiF in hand, discard ascension land looting gifts. T4 win.
Game 10 (Mulligan to 5):
First Looting was cast to try to set up ascension as it was only out, discard Peer and Warrens.
Second Looting to get ascension active, leaving myself with 2 rituals in hand and 2 untapped lands, self-mill to try and find a PiF or Morphose. Discard Looting and PiF.
Third Looting cast with 10 red floating, Pif in gy but no wincon or morphose. Self-mill Looting Ritual Morphose and Gifts. T4 win
Ill let you guys decide which discards were bad and which weren't
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Im not trying to argue that Looting is better than Ravings, nor am i suggesting that everyone should automatically play 4. What i am suggesting is that people give it a fair test before jumping to conclusions about it. Ive played with looting for more than a year now, but in no way shape or form am i so attached to the card that i would be unwilling to cut it if i find a build that can work as efficiently without it.
If all you want to do is play Finkel's 75 without question, power to you, there is absolutely nothing wrong with that. Id rather see everyone play that than see storm become an extinct deck. But I cant just take his list and call it a day. I want to take storm to the extremes, test everything, see how far it can be pushed, to fully explore what is and isnt possible with the deck. Some of the changes are going to be amazing (MD Empty the Warrens how I love thee), some of them are going to be horrendous (Reforge the Soul why did you have to be so bad), but i will continue trying different ways to build the deck until they ban it to oblivion. All i ask is that everyone else on these forums keeps a similar open mind.
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We haven't discussed this at all yet, but its something I think we will need to go over in detail later. I personally am not a fan of the idea of playing out the BPB over one weekend like originally planned. Getting 16 players from around the world to all be available to play at the same time seems like a logistical nightmare. Id rather we hold it as a separate tournament held at the same time as the first tournament of next years cycle, with something like 3 rounds of swiss then cut to T8, but that's just me.
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On Ancestral Visions: I dont know if AV will ever get unbanned, and i honestly dont care if it does, but lets please stop using Violent Outburst as a reason for or against it, because Outburst is terrible unless you are 100% sure what card you are going to cascade into, ala Hypergenesis or Living End. The only 2 decent decks that ever cascaded into AV were the RUG deck in double standard that had BBE and no Outbursts and the Shardless Agent deck in legacy, where it works because it can also hit awesome cards like hymn and because Agent actually does something on its own. I can see AV seeing play in NLU decks, Teachings decks (and other control decks) and possibly Scapeshift or even Twin decks, but not in conjunction with Outburst.
On the Turn 4 Rule: I have been against this rule since its creation. When it was first announced, I claimed that it would eventually lead to a format with few or even zero top tier combo decks. For combo to be competitive, I believe the functional turn for the turn 4 rule should be lowered to 3.5.
Every single engine combo deck has an internal functional turn at which it can consistently combo off. If that functional turn is not faster than its opponents, the combo deck will lose. Aggro decks in this format are all turn 4 decks. How is combo supposed to compete with that if the banned list is designed to keep them at turn 4 themselves? Win the die roll every round?
I am not saying that a deck that consistently wins on turn 3 would be a good thing for modern. Elves (with glimpse) was a turn 3 deck with the occasional turn 2 win. Storm (with Rite) was a turn 3 deck with many turn 2 wins. These decks were too powerful for modern. Storm with song however was a turn 4 deck with the occasional turn 3 and a rare turn 2. It was exactly the kind of speed i think combo should be allowed to have in this format. It wasnt overpowered, it wasnt oppressive, and though it could occasionally win before turn 4, it was going to win at least 65-75% of its games on the 4th turn.
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More recently at a PTQ, I was playing for top 8 with GW Hatebears vs a UW Angel control deck. Game 3 i resolved a Loxodon Smiter and then a Gaddock Teeg. I held back Teeg from combat in case he had Angel and killed him with the smiter and the lieges that followed. After the match he showed me his hand: Angel, Wrath, Cryptic and Revelations