WanderingWind
Mecklemore Is My Favorite Wrapper
Hey that's on my birthday!
I always knew there was something tentacley about you
Hey that's on my birthday!
Except they weren't done together.
I believe you need large amounts of data compelling you to make a ban
This goes back to the point I've made before that you shouldn't update the banlist at the same time that you release new cards, but it's clear they aren't going to change that.
But it has to be another zombie dragon.
We can compromise. There can be a black zombie dragon IF Emrakul swallows Sorin whole and lets the acids mangle the pretty face of his.
That doesn't really seem relevant to me at all. PV wants to have his cake and eat it too here, by saying that Modern is good now but that he was still right to be opposed to the Twin ban -- even though the Twin ban is the fundamental causal agent that got us where we are now, and even though we probably would have seen something like the Visions unban even without Eldrazi Winter. He was wrong to be opposed to it at the time (probably negatively influenced by this admitted hatred of the format) and events since that time have backed that up.
charlequin said:People say this all the time and all it results in is miserable formats like Kamigawa-era Standard where WotC dragged their feet on blowing up Affinity so they could "be sure."
charlequin said:(All that putting aside the fact that there was probably more data on Twin than any other ban in Modern's history.)
charlequin said:They used to not do this and the result was mostly a more awkward competitive calendar. It's better to have the card pool change exactly four times a year than to make people target interim formats. Plus they're not going to ban stuff from a set one month after it comes out, so this would just mean it takes an extra month to ban anything that's actually a problem.
And all that data indicated that it was very good but never oppressive.
Has someone made an Emrakul version of the "IT'S ME AUSTIN!" gif yet? I'll need it for the Eldritch Moon OT.
Yeah, this set is complete hot garbage for MTGO. For the most part I don't blame them (paper absolutely should take precedence here) but I think they whiffed pretty badly on the specific topic of including a few random bulk-in-paper-gold-online cards like Misdirection.
Re: the value, I'm not sure his methodology totally makes sense -- most of the expensive stuff is "out of stock" on SCG and will probably bump up when it comes back in -- but it's nice to see that it really is more in line with MM than MM2, and will probably have positive effects on card values overall.
Well it is a four turn format. I mean, what combo deck is left in the format that isn't based on casting giant growths and equipping auras and equipments on creatures? Watch Goryo's Vengeance be next.
The set being hot garbage for MTGO value is offset by the fact that there is a week of 10 ticket Triple ZEN drafts and a week of ZZW drafts. Jace, the Mind Sculptor is the ninth most valuable card in a ZZW draft on MTGO. There are 10 cards in that format worth 10 tix (the price of the draft) or more, and 2 of them are Mythics.
Scalding Tarn
Verdant Catacombs
Misty Rainforest
Celestial Colonnade
Arid Mesa
Marsh Flats
Creeping Tar Pit
Mindbreak Trap
Jace, the Mind Sculptor
Bloodghast
There are 8 more cards worth more than 5 tix.
Just practice more cube drafts. It's not like the cards change that much. Give them pointers before the draft and rules/deckbuilding advice during and after the match. It's a slow learning process but it's so much more fun to cube than playing preconstructed decks that will suck the fun out in a matter of hours.I almost posted this in the boardgame thread but I suppose the MTG thread is more appropriate.
Got in a cube draft on the weekend! We haven't done one in a while, and my cube is falling behind a bit in terms of the newer cards but it's still good fun. Ended up with a white black weenie deck that basically won games on the back of super strong picks (mind twist, balance, demonic tutor, etc)
Anyways, anyone know of a good way to learn/teach Magic the Gathering? There are some people who I think would have fun with something like a cube draft (no monetary investment needed on their part), but it's pretty damn complex to learn on it's own without a few years of playing MTG to fall back on. It's not really like other board games where you can run down the rules in 15-20 minutes and then everyone is good to go.
I tried making some simple starter decks but never actually tried them with new players. Is that a good place to start? Is it the kind of thing where they'll need to get all invested on their own? (which is unlikely for the kind of player I'm thinking of).
I understand watching coverage is a small sample size and my own viewing is anecdotal, but many of the games I've seen recently go well past Turn 4. Do we have any data on the Turn 4 situation since the Eye of Ugin ban? Do we know how many games end at what point? I'd like to know if this is a myth or if it's actually still a Turn 4 format since the bannings.
And last I checked, the whole Turn 4 thing was in reference to Wizard's decree that no deck shall win before Turn 4, not that the format itself is or should be a Turn 4 format. But a more knowledgeable person could correct me if I'm wrong.
When are these drafts?
It's totally relevant! At the time that Twin was banned, we had no idea what was going to happen next. All we knew was that they killed the decks that were in the finals of the last Pro Tour right before the next Pro Tour. It's absurd to say that the reactions there were "wrong" just because you have more data now than anyone else could have had back them. You have to evaluate the correctness of the decision to act based on the evidence available at the time.
Well it is a four turn format. I mean, what combo deck is left in the format that isn't based on casting giant growths and equipping auras and equipments on creatures?
I mean, Infect can win as early as turn three. Let's ban Become Immense! And Inkmoth Nexus!
Just practice more cube drafts. It's not like the cards change that much. Give them pointers before the draft and rules/deckbuilding advice during and after the match. It's a slow learning process but it's so much more fun to cube than playing preconstructed decks that will suck the fun out in a matter of hours.
The old axiom when Twin was legal when building a deck was you either had to win by turn 4 or you had to have a way to stop Twin. Some came to view that type of thinking as the format warping around the Twin archetype. What's your position on that line of thinking?
I think the way I would frame my position here is: there was a reading of WotC's banning choices for Modern that reduced it to arbitrary choices like "ban whatever won last," and under the assumption that they were applying this methodology, the results of any given ban could go in a variety of directions -- but there was also an argument for Twin specifically based on the fundamentals of how the deck played and how it affected deck construction, which I think was solidly supported before the ban, and that the effect of a Twin ban on PT OGW construction (i.e. the day one field before we found out that Eldrazi steamrolled everything) already suggested that the ban was having the intended effect.
Like, this is why I say there was plenty of data gathered: there wasn't enough to support a Twin ban on the basis of "it's too dominant in terms of wins," because the deck never quite got there; but looking at the effect it had on blue deck construction or metagame deck choices was possible for a long, long time before they finally dropped the hammer.
Infect feels fine. As much as I don't like the deck, it's still easy to beat. Most of the deck is pump spells and as long as you don't try and kill during combat you should be golden.
Honestly, if anything is going to get banned from Modern in the near future, let it be SSG.
If I were to summarize my read on all this, I would say that the Splinter Twin ban was a "format sculpting" move. It was banned to change the way the format plays, not necessarily to fix an immediate problem (hence the different reads we might get from the same data set).
I would never recommend teaching someone via draft, especially cube draft. Here's what happens when you don't know Magic and this is your introduction: you spend twenty minutes doing something you don't understand well, either making choices in the dark or slowing everyone down to ask advice; then you spend the next three hours playing games where you get completely blown out for reasons that are completely obscure to me, with no ability to adjust from experience because the drafting part is already done. That's not going to drive everyone off but it's definitely not doing them a favor in terms of learning what's fun about the game.
On the other hand, sealed works pretty well since it gives you experience right away with deckbuilding, but it constrains your options significantly (to avoid analysis paralysis) and it gives you the ability to learn from mistakes and change your deck based on what you've learned -- and any situation where you can learn a lesson and apply it immediately is the best possible thing for learning.
I almost posted this in the boardgame thread but I suppose the MTG thread is more appropriate.
Got in a cube draft on the weekend! We haven't done one in a while, and my cube is falling behind a bit in terms of the newer cards but it's still good fun. Ended up with a white black weenie deck that basically won games on the back of super strong picks (mind twist, balance, demonic tutor, etc)
Anyways, anyone know of a good way to learn/teach Magic the Gathering? There are some people who I think would have fun with something like a cube draft (no monetary investment needed on their part), but it's pretty damn complex to learn on it's own without a few years of playing MTG to fall back on. It's not really like other board games where you can run down the rules in 15-20 minutes and then everyone is good to go.
I tried making some simple starter decks but never actually tried them with new players. Is that a good place to start? Is it the kind of thing where they'll need to get all invested on their own? (which is unlikely for the kind of player I'm thinking of).
Basically, combo decks are spreading thin after Twin and Bloom got banned. Remember when Mind's Desire and Dragonstorm were decks? Elves? Hypergenesis? I'm not a combo player, but it's still sad to see Wizards adhere to some dumb arbitrary rule like the turn four rule.Scapeshift? Ad Nauseam? Swordthopter technically involves equipping creatures but I if that takes off again I don't think it should count. Does mill count? I still see people trying to make Ascendancy or Storm happen, too, and there's a bunch of weird random stuff for rogue brewers to tinker with like Pili-Pala/Grand Architect or Turns or Enduring Ideal or Shape Anew.
Do they know how to play Hearthstone?I agree about precons, that would probably be pretty boring.
I'm just concerned about throwing someone whole hog into a draft with only basic knowledge for how the game works! I'm talking about folks who play plenty of board games, but haven't touched MTG yet. However, maybe I'm overestimating a straight forward creature based deck? (which I could recommend they aim for when starting out)
Basically, combo decks are spreading thin after Twin and Bloom got banned. Remember when Mind's Desire and Dragonstorm were decks? Elves? Hypergenesis? I'm not a combo player, but it's still sad to see Wizards adhere to some dumb arbitrary rule like the turn four rule.
Owen and Efro gleefully crowing about the suspension is a little off-putting though.
They were Extended combo decks. They were from a time when Wizards weren't trying to be the fun police.Never heard of any but elves of these even before the twin ban and I've seen elves since. Magic Origins really pushed them surprisingly.
Yes, the Fun Police who suddenly managed to make a format people liked a lot better "coincidentally" after removing the most oppressive feature of the format?They were Extended combo decks. They were from a time when Wizards weren't trying to be the fun police.
Basically, combo decks are spreading thin after Twin and Bloom got banned. Remember when Mind's Desire and Dragonstorm were decks? Elves? Hypergenesis? I'm not a combo player, but it's still sad to see Wizards adhere to some dumb arbitrary rule like the turn four rule.
Yes, the Fun Police who suddenly managed to make a format people liked a lot better "coincidentally" after removing the most oppressive feature of the format?
They were Extended combo decks. They were from a time when Wizards weren't trying to be the fun police.
then what is the connection to the Twin Ban, extended is how many years past?
I just consider "this format sucks and is bad" to be an immediate problem, at least for a non-rotating format.
3 years of trying to get SSG and Twin killed! (On the other hand, I loved Pod and was trying to rationalize it staying. )2) Modern has an Oops I Win problem
I really like Modern. But, after having a relatively balanced metagame for a while, were now seeing a shift to a metagame consisting of 50% combo decks. The problem isnt so much that more people are playing straight-up combo decks. The problem is that all sorts of tradtional midrange and control decks are now adapting combo finishes. Pod, a midrange deck in Standard, now plays either a GY recursion kill engine or a Kiki-Jiki engine. UWR control decks have adapted to having a bunch of value guys +Splinter Twin/Kki. And other combo decks have moved into normal territory Living End now plays a LD suite it hardcasts. Scapeshift imitates a control shell that seeks to just blast its opponents when it hits 7-8 lands. Dedicated control decks and aggro decks are just left in the cold right now as they cant keep up with the arms race. Note how Affinitys just not a deck right now. The metagames pushing decks into directions (better be able to beat infinite life bro!) that seem very unhealthy, and Chapins prediction that more bans will be necessary seems likely to come to fruition. The scapeshift/UWR match was the perfect example of what this format could be, and was unique because the endgame resembled an actual game of magic rather than a concession to an onboard kill. That kind of tension was missing throughout the coverage, and when you saw it there, it served as a reminder of what the best games of magic are really like. We need more of those and less invisible trigger chains
As far as I'm aware, the majority of the "modern sucks" narrative was pushed by pros who didn't like having to play a format they would never have played otherwise for the PT. The majority of players who actually played it on the regular thought it was pretty good. Taking it out of the PT is what quieted that storm.
Like, I'm pretty sure Seething Song won't suddenly make Mind's Desire or Dragonstorm broken. They weren't broken before. What I'm saying is, Wizards IS trying to be the fun police by limiting our options through reasoning that is completely subjective.
Quoting myself from 2013: https://kirblar024.wordpress.com/2013/07/08/grand-prix-kc-modern-postmortem/
August:Ancestral Vision, Ancient Den,Bitterblossom, Chrome Mox, Dark Depths, Dread Return, Glimpse of Nature,Golgari Grave-Troll, Great Furnace, Hypergenesis, Jace, the Mind Sculptor, Mental Misstep, Seat of the Synod, Sensei's Divining Top, Skullclamp, Stoneforge Mystic,Sword of the Meek, Tree of Tales, Umezawa's Jitte,Valakut, the Molten Pinnacleand Vault of Whispers.
September:
Modern: Blazing Shoal, Cloudpost, Green Sun's Zenith, Ponder, Preordain, and Rite of Flame are banned.
December:
Punishing FireandWild Nacatlare banned
I think it all goes together, honestly, which is also why I kind of consider Twin and Visions/Sword to be of a piece. Having Modern in the Pro Tour (it turned out) ensured that the format got 100% solved; having Twin in the format ensured that that solution was uninteractive and boring.
Anyway, I'm glad most of us can at least agree that however we got here (and however awful Eldrazi Winter was) the format's in a pretty good spot now.
"We shouldn't ban it because players invested money"Yeah, I'm not trying to argue that the Twin ban made the format worse or anything. I just don't think it needed to happen, and I think that unnecessary bans erode confidence in the format and are unfair to players who made significant time and monetary investments. I think it was a negative move that shouldn't have happened, but the format did recover.