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03-19-2013 , 01:33 PM
Quote:
Originally Posted by cookie
Any basic strategy for gatecrash draft, going to an IRL draft tomorrow, havent even played with the cards yet, just read a little here.
Pick the best white or black card each pick unless you see an absurd bomb.
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03-19-2013 , 01:39 PM
TY!

I think I'm between Junk Reanimator, and UWR Flash atm.
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03-19-2013 , 03:56 PM
The UWR flash match against reanimator feels so hopeless.
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03-19-2013 , 05:46 PM
Yeah Junk destroys RWU. It has a really good Jund matchup too. From what I can tell, the bad matchups appear to be the GW midrange decks, like Naya Midrange, running Rest in Peace in the sideboard. Rest in Peace typically is not a very powerful card against Junk Reanimator as instead of having the intended "silver bullet" effect, it just turns Junk Reanimator into Junk Midrange. However, when a deck like Naya Midrange or an actual Junk Midrange deck brings in Rest in Peace against Junk Reanimator, you wind up in a midrange mirror where the Reanimator player is playing mediocre cards like Grisly Salvage and half of a Lingering Souls, as well as the dead card Unburial Rites.
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03-19-2013 , 07:00 PM
I've played a ton of Naya Midrange vs Junk Reanimator, it's definitely Reanimator favored. The decks it really struggles with are aggressive decks that have a Thragtusk answer (Reckoner, Wolfir Silverheart, Silverblade Paladin, Rampager). I think Jund Aggro is well positioned as it's very good against control and most midrange decks.

I also think there is a non-humans Naya aggro deck that looks very good but every deck I've tested has a tough RWU flash and Bant matchup. Still those would be my pick because seemingly Midrange decks of all sorts are more prominent.
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03-19-2013 , 09:28 PM
Quote:
Originally Posted by Xhad
Here's my mediocre opinions:

http://forumserver.twoplustwo.com/75...l#post36521878

I've played a bit more since then. The biggest revelation I had upon further review is that I'm pretty sure 8 is actually better than 9 now, except in the situation where Ivory Guardian or Denizen of the Deep can completely wreck you and you go to 9 just to avoid that kind of backfire. Wizards have printed a lot of 8cc bombs since the format first came out.

(for the same reason, any article you'll find on that format is outdated. They'll all tell you shooting for 9 is the nuts and to play around Sundering Titan, but both of those are pretty clearly wrong now imo)
On play you should make a 2 to try and bink a mana creature or Azorius Guildmage (basically an auto win bc it counters the Momir ability), while skip 3 because of the Crusher dude that is an auto loss.

8 is easier to consistently make than 9 and overall has more powerful dudes, but also a few that are just awful. Most 9s are very good, but you have fewer incredible bombs. Sundering Titan is amazing if you are smart and don't play anything but mountains and swamps (only play others if you need to for some reason). Most people are bad and put out 4 or 5 different land types and that's basically GG.

And yeah, if you are reasonably ahead, just skip 7 or make a 6 instead. I've already learned that lesson the hard way.
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03-19-2013 , 11:43 PM
Anyone going to Pittsburgh? Trying to figure out lodging. I may have a spot in hotel right across from the convention center.
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03-20-2013 , 12:21 AM
Quote:
Originally Posted by champstark
Sundering Titan is amazing if you are smart and don't play anything but mountains and swamps (only play others if you need to for some reason). Most people are bad and put out 4 or 5 different land types and that's basically GG.
Honestly, playing around Sundering Titan is overrated imo. The problem isn't just the intial land destruction, it's that he gets to do it again if he leaves the battlefield and beats basically all realistic non-flyers in a normal game. You probably aren't beating continuous 8 drops with 6 drops. You certainly aren't beating continous 8 drops with 4 drops (if you can somehow remove it). You aren't racing 7/turn. And you aren't working your way back up to 8 land unless you mised an Oracle of Mul Daya or something similarly crazy.

I feel like Mountain/Swamp only strat is for people who are trying not to get stacked in set-over-set but missing value against TPTK. I mean, you are outright giving up FIVE 7/7 flyers, along with miscellaneous other game-enders like Memnarch and Sisters of Stone Death, all to "play around" a 1/100 or so shot that was going to beat you anyway.

These days there isn't a CMC from 2 to 8 that doesn't have both horrible game-losers and game-ending bombs. Yeah, you could flip Countryside Crusher, but you could also flip Dogged Hunter and about a million Wind Drake type cards. Not to say I don't skip 3 frequently, but it's more to guarantee hitting 8 in a game that I think will go long than trying to specifically avoid 3 CMC on principle. If anything I think 5 has the highest concentration of whammies (Leveler, Desolation Angel, Sky Swallower)

As to 8 vs. 9, I actually pored over Gatherer for this one. Short of pulling out a spreadsheet, one way to get a feel for this stuff is to look at like the top 10%/bottom 10% of each CMC to compare. Here are my lists for 8/9:

8 - About 100, so I figured I'd look at Top 10 and Bottom 10
Worst: Akron Legionnaire, Axelrod Gunnarson, Chorus of the Conclave, Cognivore, Guardian of Vitu-Ghazi, Karador, Ghost Chieftain, Myojin of Cleansing Fire, Myojin of Night's Reach, Scornful Egotist, Infernal Denizen (is that even on MODO?)

Best: I seriously can't narrow it down to 10. Honestly, around the time I was considering dropping stuff like Griselbrand, Razia, and Hellkite Overlord from consideration, and had already dropped stuff like Tidal Kraken and both Akromas, I realized whatever list I came up with would be highly debatable anyway and would understate the point I was making. (FWIW I think the top three are easily Vorinclex, Lorthos, and Sundering Titan unless your opponent goes mono-land type)

9 - More like 30 here
Worst: Leviathan, Suncrusher, tie between White and Black bringers

Best: Blazing Archon, Artisan of Kozilek, Kuro, Pitlord if you can swing his upkeep, probably Spirit of the Night if you can't

Other than Blazing Archon, those cards are easily worse than like the top 25% of CMC 8 (and 8 even has similar effects in Stormtide Leviathan and Platinum Empirion). It's also worth looking at the middle-of-the-road 9's; I honestly think they're worse than 8's middle-of-the-road. The fact that the ground guys are bigger doesn't matter much because the board is presumably stalled at this point. I did do the math once and 9 has more flyers, but 9's flyers are overall smaller aside from legends.

All this isn't to say that I don't ever make 9's but I don't think it's a slam-dunk over 8 and I certainly don't ever go out of my way to hit it. If I go past 8 it's because I think I can realistically go for 11+, or I'm so far ahead on board that it's worth skipping a turn to not risk the few 8 drops that can wreck my own board.
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03-20-2013 , 12:29 AM


Deck check. This look right, y'all? Thanks in advance.
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03-20-2013 , 12:39 AM
I cut a land for another wildwood rebirth.
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03-20-2013 , 12:44 AM
^^^
I guess my main question is about Signal of the Clans. Worthy of a spot?
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03-20-2013 , 12:47 AM
Thought about going 16 land, but I don't feel I have enough two-drop dudes to go that way. I know I have a ton of bloodrush, which "lowers" the curve," but I want to drop guys through turn 4. Could be wrong here in my thinking though about the need for 17 land. Just feels like a marginal decision.

Edit: I forgot I have the two one-drops, which could tip me to 16 land.
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03-20-2013 , 02:25 AM
I'd play 16 land because of all the bloodrush.

But i'm baddddddddd
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03-20-2013 , 02:26 AM
If only you had better 2 drops than bomber corp
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03-20-2013 , 03:41 AM
Quote:
Originally Posted by Cueballmania
I cut a land for another wildwood rebirth.


nice deck

BTE and disciple are pretty nice two drops
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03-20-2013 , 05:29 AM
16 land here seems bad, you don't want to miss that 4th land turn 4

I'd cut a bomber corp which is not good, for signal the clan. I think you'll often be in a position where you can end the game with a cheap bloodrush in hand + signal into ghor-clan for +4/+4 trample
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03-20-2013 , 06:03 AM
Quote:
Originally Posted by Fonkey123
I'd play 16 land because of all the bloodrush.

But i'm baddddddddd
Nothing bad about this, 16 lands is def the play here with the insane amounts of stellar bloodrush cards. Even though bomber corps is meh-ish it looks fine here since you should be able to a) activate battalion requently and b) have it survive due to bloodrush if your opponent blocks. Stalling on 3 lands isn't a big deal at all since all your 4+ drops are bloodrush and can frequently be used as removal/tons of extra damage.
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03-20-2013 , 07:04 AM
Signal the clan is garbage. Whatever you do don't play that.
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03-20-2013 , 08:23 AM
Quote:
Originally Posted by da_fume
Signal the clan is garbage. Whatever you do don't play that.
Signal the Clans is totally fine in decks that are taking a midrange/long game approach. If you're doing that, even if you get the weakest of your three best creatures it's usually pretty good.

That said, it doesn't belong in a fast aggro deck.
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03-20-2013 , 11:10 AM
What if you could see your opening hand before choosing to play or draw? Would anyone draw in constructed occasionally? I guess you would also know mulligan decisions.
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03-20-2013 , 01:22 PM
Quote:
Originally Posted by starvingwriter82
Signal the Clans is totally fine in decks that are taking a midrange/long game approach. If you're doing that, even if you get the weakest of your three best creatures it's usually pretty good.

That said, it doesn't belong in a fast aggro deck.
Yes, what I meant was it's garbage in there. It's not bad in a bigger deck and can be as good as OK in sealed.
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03-20-2013 , 01:48 PM
Quote:
Originally Posted by cassette
What if you could see your opening hand before choosing to play or draw? Would anyone draw in constructed occasionally? I guess you would also know mulligan decisions.
Sure. 1 landers, reanimator without a discard outlet, hands with 3 force of wills in certain matchups, control decks with nut early game survival draws.

Would be terrible for the game. Winning the die roll is already too valuable.

Last edited by ZeeJustin; 03-20-2013 at 02:11 PM.
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03-20-2013 , 03:08 PM
Quote:
Originally Posted by ZeeJustin
Sure. 1 landers, reanimator without a discard outlet, hands with 3 force of wills in certain matchups, control decks with nut early game survival draws.

Would be terrible for the game. Winning the die roll is already too valuable.
I agree with this. Winning the die roll can just be freaking huge in so many matchups as it is, giving the player who won that roll even more edge isn't appropriate.
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03-20-2013 , 04:13 PM
Can someone borrow me 60 basic lands for momir, apperently I dont have any, or maybe Im ******ed at magic online. My magic friends isnt online atm...

account name: cookie_sq
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03-20-2013 , 04:30 PM
A friend said I could just log into his acc he shipped me acc name and pass, but how do I log onto two accounts at once?

Last edited by cookie; 03-20-2013 at 04:36 PM.
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