Familienoberhauptvogel
Banned
Cut saheeli rai
Travelling quite a bit this weekend so trying to make some standard decks to keep me busy. Thoughts on U/R flyers with Saheeli Rai and Glorybringer/Dreamcaller Siren at the top end? Would use a few of the new blue flyers and maybe Hope of Ghirapur for early drops along with some burn/opt/Unsummon.
wizards considers duress and sorcerous spyglass to be maindeck cards?
Stephen Menedian qutoes about Spyglass in the Ixalan review on So Many Insane Plays (Vintage focused)
-This is worse than Trinisphere
-This might be the thing that forces them to finally restrict Mishra's Workshop
Yeah, on spoil I correctly read that Spyglass would not block Moxen etc. like Revoker, but I missed that it would as a tradeoff let you block non-mana land abilities, like Bazaar, Library... or any fetchland. With that knowledge it's clear to me that this card is going to be insaneo bananacrackers in Vintage.
Most importantly spyglass dodges mental misstepYeah, on spoil I correctly read that Spyglass would not block Moxen etc. like Revoker, but I missed that it would as a tradeoff let you block non-mana land abilities, like Bazaar, Library... or any fetchland. With that knowledge it's clear to me that this card is going to be insaneo bananacrackers in Vintage.
Most importantly spyglass dodges mental misstep
....Revoker also dodges Misstep though...?
Revoker is blind....Revoker also dodges Misstep though...?
went 2-1 destroying my round 2 and 3 opponents by finally drawing well and curving out.
I still don't get playmats, seems like such a hassle.
Revoker is blind
If you're having trouble competing with your decks you could suggest to start a sealed league with your playgroup. Meaning everyone starts with a certain amount of boosters and can add a fixed amount of boosters over time.I thought they were stupid too until I went to pick up a card from a lacquered surface.
And thanks for posting that deck. I think about about posting them, but they're mostly shitty. Maybe when I finally build one that wins a game. lol
I've never played a PTQ period.Clearly you haven't played PTQs on tables w/ splinters before.
Idk why you had to compare it to revoker either. The comparison there is pithing needle which doesn't see a lot of play in vintage.Still don't know what this has to do with what you said the first time!
Clearly you haven't played PTQs on tables w/ splinters before.
If you're having trouble competing with your decks you could suggest to start a sealed league with your playgroup. Meaning everyone starts with a certain amount of boosters and can add a fixed amount of boosters over time.
Good ol' PVDDR, putting himself at #3 on his personal list of all-time best MTG players: https://www.channelfireball.com/articles/top-5-september-2017/
(Not that I disagree with him, but still...)
What? Paulo isn't top 3 material at all. He played mono red at PT HoD lolHaha, looks arrogant, but he's right. That top 3 is kind of set in stone right now.
What? Paulo isn't top 3 material at all. He played mono red at PT HoD lol
#6 It Keeps Variance in the Game
Several years ago, I wrote a column called Kind Acts of Randomness where I explained how I believe randomness is an important part of making a game fun. (You can click the link to see me explain why.) Variance while connected to randomness is slightly different. Variance is about having different things happen each time you play. Games benefit from variance because players will grow tired of playing the exact same game over and over. Randomness helps create variance.
The mana system is one of the greatest sources of randomness and variance in the game. Let's explore why:
It mixes up when you can play spells Game 1, you might drop lands on turns one, two, and three. Game 2, maybe you have a turn-one and turn-two drop, but your third land drop doesn't happen until turn five. The change between those two scenarios is merely drawing one land two turns later, but that little difference is a giant deal. Those two games play out very differently. In the first you get to cast your three-drop on turn three, waiting to cast your second two-drop on a later turn. In the second, you get a chance to cast your other two-drops hoping to stay alive until you get more land.
It greatly changes the value of the draw It's late in the game. You have plenty of mana out but you've run out of cards. In scenario A, you draw an expensive bomb. In scenario B, you draw a land. The difference in the value of that card draw is huge. This creates tension and allows for very exciting game moments.
It restricts how many things you can do Say you have three spells in your hand you can cast and three things on the battlefield you can activate. Because your mana is a resource, you don't have the ability to do everything, which means you have to pick and choose what to do. This allows even a static board to have variance because there is some flexibility in what the player will do.
The key here is that the mana system's inconsistency which is often pointed at as a bug is actually a feature. I often talk about how restrictions breed creativity but I usually talk about it in the context of design. It's also true in game play. One of the great joys of gaming is not having everything you need but finding a way to get your tasks accomplished with what you have. Players love to curse the "mana gods," but think about how many exciting games you've had because things didn't quite work out the way you were hoping and you had to snatch victory from the jaws of defeat.
Hex a mtg copy cat with an actually decent client does this by eliminating the most resource heavy and resource scarce hands and also including top deck manipulation as a basic attribute.The ways Lands work in Magic is almost certainly not something anyone would choose to design into the game if they were starting fresh from today. Unfortunately, it's been too deeply integrated into too many of the game's systems to honestly do anything about it today.
Part of me does think that digital clients should take advantage of the fact that shuffling is nearly zero-cost in them and just auto-shuffle until it provides the player with a hand that contains a minimum number of lands based on the ratio they have in their deck. That retains most of the meaningful complexity and deck-building considerations (because you still have to have enough land to meet the threshold, you can't use run a 3-land aggro deck), without all the needless frustrations.
What? Paulo isn't top 3 material at all. He played mono red at PT HoD lol
I have much more respect for players who build and play decks that are under the radar, like Shouta Yasooka, than players who play decks others have refined because they give them the highest win percentages.
Yeah, Eternal's system would be great in Arena for the casualification.LSV also doesn't play magic for a living. He is a game designer for direwolf, the makers of Eternal and the Elder Scrolls CCG. To bring it back around, Eternal actually does stack your mulligans to make sure you get at least minimum number of mana.
Correct. No more Gideon tribal.With Ixalan releasing today, the Shadows and Battle blocks are now out for Standard, right?
Correct. No more Gideon tribal.
Fresh rotation smell!With Ixalan releasing today, the Shadows and Battle blocks are now out for Standard, right?
Idk why you had to compare it to revoker either.
Just out of curiosity... do other people find the lack of consistency on that matter to be something of a flaw of the design of the game, or no?
Meaning, that list is basically just Jon Finkel. And LSV for being the only person ever to get a super hot girlfriend by virtue of being good at Magic.
EDIT: the "worse players can beat better players sometimes" is probably the most important function of variance for any game with more than niche aspirations
Good ol' PVDDR, putting himself at #3 on his personal list of all-time best MTG players: https://www.channelfireball.com/articles/top-5-september-2017/
(Not that I disagree with him, but still...)
Quick question;
During Commander, the official rule states "If a player has been dealt 21 points of combat damage by a particular Commander during the game, that player loses a game."
Am I reading this as if the enemy's commander themselves deal 21 damage or more, it's auto-loss for the one they attack if the damage makes it through?
Or, is it a grand total of 21+ damage dealt by assorted creatures, sans the commander?
Asking because someone at my LGS was OHKO'ing everyone, but I don't think their commander was in play. I just caught up on Commander format rules, so I recalled this just now.
What? Paulo isn't top 3 material at all. He played mono red at PT HoD lol
21 damage by the commander to each player.
Most decks do t go through the trouble. Voltron decks are the most likely to actually have it happen, but even that is unlikely because of the target it puts on the player.
We both know that one of the strengths of shops is that it completely strands Mental Misstep, that's what disqualifies pithing needle not that shops wouldn't run more than 4 of these types of effects.i'm confused why anyone would ever think a discussion of a vintage playable artifact would involve mentioning pithing needle for any reason
the damage is counted cumulative not single instance.Okay, I'll have to fact check with the people I played with, I was told in general 21+ is a OHKO, good thing I read the rules. Thanks for clarifying it more for me.
Okay, I'll have to fact check with the people I played with, I was told in general 21+ is a OHKO, good thing I read the rules. Thanks for clarifying it more for me.