divisionbyzorro
Member
A couple of sweet build-arounds for draft.
I'm not usually a party pooper, but for once I have to say it'd be too broken in both limited and constructed lol. One scour and a few fetches almost equals an ancestral recall already.Treasure Cruise only increases my desire for Thought Scour.
Don't be pedantic.
Magic is finally getting an enchantment block.There are a lot of enchantments in the set. :lol
Kind of torn on the new Abzan Charm, it's not exactly what I've been looking for, and while the card draw is ok, I didn't expect that ability at all.
2 +1 /+ 1 counters is ok, but doesn't create a guy for the decks that are taking you out 1 for 1 with removal, and doesn't hit soldier of pantheon, perhaps the most important 1 drop in the format.
Exile ability is good, expected that though, and power greater than 3 should be versatile, will have to play with it a bit.
Community:
The competitive nature of too many players makes FNM largely unenjoyable. My wife likes the game, likes seeing the cards, but quickly stopped going because too many people didn't seem to have a good time playing the game, they only had a good time winning. Eventually that got to me as well.
Then there are the players who are along the same lines, but get visibly upset when they lose to a homebrew deck. The number of times my wins were chalked up to luck just got to me. This wasn't one or two players, this was a significant portion of them at three different locations at two different nights of the week. It's been prevalent enough that it's become representative of the 'magic gamer' for me, which is unfair, I know, but something I just realized the other day.
The worst, of course, is when you combine this with someone who has zero social graces. My friend's girlfriend won FNM one time with her mono-red deck. She should have felt great about it, but some dick had to go, pretty much right in her face, "Yeah, well, it doesn't take any skill to win with red." And there were countless times when my opponent would sit there and try to say how I put the wrong cards into my deck, while I'm beating him. It all just became so frequent that I've no desire to go, despite always wanting to play the game.
However, the biggest issue I have with the players (and this crosses over to the game) is netdecking. The BEST games I had at FNM were against decks that surprised me, and they were always the best types of players, too. But fuck if I don't ever see another Fleecemane Lion and Boros Reckoner or a Turn 1 Thoughsieze into Turn 2 PackRat. And in three weeks, there will be another fucking build that everyone is using. If I go to FNM, play five rounds and three of those are against the same deck, it's just boring. But, as I said, that's an issue I have with the game...so...
Game:
Hundreds of cards are released every year, which is awesome. The combinations should be limitless. But they're not. There are cards which are simple better. So if you play control, you'll have full sets these four cards in your deck. If you play RG aggro, you'll have these four, and a black devotion deck will have these four. Certain color decks end up being nonviable, so they're not played. Sure, you might flavor your deck with an odd card selection or two, but, really, it's the same red-wins deck as the next guy has. Heck, look how many control players are lamenting the loss of Sphinx's Rev.
I really can't fault the players too much for this, after all you're trying to build a deck to win. But it does mean that the creativity that the variety of cards should inspire is severely curtailed. It also means that you hear "Oh, this deck..." after playing three cards, which, in my opinion, should not happen.
.
who cares about soldier of the pantheon when you play four caryatids and coursers?Kind of torn on the new Abzan Charm, it's not exactly what I've been looking for, and while the card draw is ok, I didn't expect that ability at all.
2 +1 /+ 1 counters is ok, but doesn't create a guy for the decks that are taking you out 1 for 1 with removal, and doesn't hit soldier of pantheon, perhaps the most important 1 drop in the format.
Exile ability is good, expected that though, and power greater than 3 should be versatile, will have to play with it a bit.
Abzan is supposed to be the control Khan, they won't be playing Solider of the Pantheon. It's going to be the default Caryatid into Courser into kill your threat into Elspeth deck.
Abzan is supposed to be the control Khan, they won't be playing Solider of the Pantheon. It's going to be the default Caryatid into Courser into kill your threat into Elspeth deck.
We've seen near-zero cards with that mechanic, lol. I bet development hated it. The real mechanic is the +1/+1 counters.The Abzan Khan is a 4/4 for 3 CMC and the clan's Outlast mechanic is unplayable.
Yeah, it pretty depends on the community. You have your immature players and you have your gracious players. Age has little to do with it. Some people can be right a-holes. Some people simply enjoy the social interaction. I've been beaten by many teens before (including girls), but I'm always gracious in my defeat and offer a handshake. I realize this isn't always the norm though. Again, it largely depends on the community and if there's the option to go to another store, I'd do it to experience a different, and hopefully a more friendly, environment.[/quote]The competitive nature of too many players makes FNM largely unenjoyable. My wife likes the game, likes seeing the cards, but quickly stopped going because too many people didn't seem to have a good time playing the game, they only had a good time winning. Eventually that got to me as well.
Honestly, drafting is the format that offers the most enjoyment for me and stays fresh since there's a new set coming out every three months. You can't just go with the same build since new mechanics will offer new experiences. I've had a lot of fun with morph and three colour blocks the last time and I'm probably going to enjoy the heck out of Khans too (unless they royally fuck it up).Draft gets around this a bit, and I do enjoy that format, but it feels so fleeting. And even there, there are builds that people go for.
A couple of sweet build-arounds for draft.
Competitive MTG will teach you about interacting with psychopaths eventually.
Competitive MTG will teach you about interacting with psychopaths eventually.
Wikipedia said:Psychopathy (/saɪˈkɒpəθi/) (or sociopathy /ˈsoʊsiəˌpæθi/) is traditionally defined as a personality disorder characterized by enduring antisocial behavior, diminished empathy and remorse, and disinhibited or bold behavior.
Yes, this is what I would call Alex Bertoncini. Specifically, it's the lying with a straight face/looking you dead in the eyes/etc thing. Once you know what to look for, its a giveaway.That word gets thrown around a lot. I'm not trying to put words in your mouth, but to clarify, this is literally true:
http://en.wikipedia.org/wiki/Psychopathy
Yes, this is what I would call Alex Bertoncini. Specifically, it's the lying with a straight face/looking you dead in the eyes/etc thing. Once you know what to look for, its a giveaway.
Now Abzan is a damn good charm. I still wouldn't sleep on Sultai Charm though.
We've seen near-zero cards with that mechanic, lol. I bet development hated it. The real mechanic is the +1/+1 counters.
wait a minute... i can play narset on t4 and give it haste with generator servant! holy carp, son.
Christmasland is alive and well
Narset is not great because there isn't enough to abuse Narset with.
He's awful outside of the BWR rush deck.
Now that's a nice one-drop.
Jeskai Ascendancy is pretty good. Secret Plans is a pretty nice limited card. Surrak is similar to Yeva, but I think "can't be countered" and granting trample will allow him to see some play.
I really want to draft a Secret Plans deck.
edit: Jeskai Ascendancy is a pretty damn fun combo engine. Already started brewing janky lists around it.
Villainous Wealth is pretty neat. I notice that black and blue have been getting a lot of "cast cards from your opponent's library" cards recently, and I can't complain.
Genesis Wave YOU.
I notice that most delve cards shown so far just have one colored mana, probably to give the possibility of "living the dream" and casting it for only one mana. Interestingly, if you exile three cards, it becomes the same mana cost as Jace's Ingenuity, which is neat. I do think this card will see play. As for the flavor, it's probably a jungle cruise, since the Sultai live in the jungle.
So, that's a good one.
I think it's fine for this card to exist, though I notice that it largely screws over delve spells. I guess the key to that is to pay as much mana as you can when casting a delve spell against a blue deck, only exiling a lot of cards when you are sure you're safe. Like I noted before, this encourages you to cast big creatures face-down instead of hard-casting them.F instant speed draw.
edit: I am not happy this card saw print: (In the sense that I don't think it's the healthiest type of thing for the game in general.)
I like this card a lot, especially with the one-mana morph cost.
Same opinions as before.I imagine the main purpose of that card is to encourage paying the morph cost for big creatures instead of casting them.
I won't be able to comment on the cards for a bit, but here are two more commons that were missed:
Both seem decent. And they're both man-eating mandrills.
I like these. The blue one seems a bit more powerful, but they support different kinds of decks, after all. In any case, gotta love goblins sliding down mountains.
A couple of sweet build-arounds for draft.
I want this framed over my fireplace
None of the others have been true, though.Ferocious Fight - 1G
Sorcery
Target creature you control fights target creature you don't control.
Ferocious - The creature you control gets +2/+2 until end of turn if you control a creature with power 4 or greater.
This is pretty good. The green mode seems the weakest, but it will be useful.
spoiler: its probably the best one.