Magic: The Gathering C/D

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i think when it comes to bears it's just a matter of how well the format supports them - is it fast, can you interact with them (such as through Soulbound), are there, say, a bunch of 3-mana 2/2s running around via Morph, etc...

frogbs, Monday, 4 February 2013 18:18 (eleven years ago) link

it'd be more fun if the ev were positive but it still had a risk, like it were +4 -3 or something

iatee, Monday, 4 February 2013 18:19 (eleven years ago) link

i dont know if that would be more fun since then it would be correct to use it every turn and you'd randomly lose games when you lost 2 or 3 flips in a row

ciderpress, Monday, 4 February 2013 18:22 (eleven years ago) link

well you have to price in that risk! it's not necessarily correct at 6 life because -6 and +8 aren't the same things

iatee, Monday, 4 February 2013 18:24 (eleven years ago) link

I like it better as is (it hides its usefulness, at least from people like me), though I do think +4/-3 could be interesting too. Is +0.5 life EV always worth gambling for? Probably not.

Vinnie, Monday, 4 February 2013 18:51 (eleven years ago) link

I think Wizards was correct to make it +3/-3; an uncommon where the correct move would be to flip coins every turn with a 7-point swing between winning and losing would result in a lot of games where the coin flips determine the winner.

frogbs, Monday, 4 February 2013 19:19 (eleven years ago) link

a good percentage of games are determined by coin flip like dynamics but I guess making this more explicit doesn't make people happy

iatee, Monday, 4 February 2013 19:21 (eleven years ago) link

if anyone is interested over the next couple of weeks id be up for testing standard for the gp - i'm leaning towards either a R/w deck or some kind of BUG or RUG tempo deck and would be interested in testing a few different variations. i also have an idea for simic manipulator build that's probably too slow and too fragile but seems like it could be really powerful if i can get it started a turn earlier

888 (Lamp), Tuesday, 5 February 2013 22:43 (eleven years ago) link

i'll be testing a bunch on MTGO starting next week whenever release events knock the card prices down to reasonable levels, will keep you posted

ciderpress, Wednesday, 6 February 2013 00:05 (eleven years ago) link

dimir is playable after all. still not great, but not terribad either. mortus strider is a real MVP.

cocktail onion (fennel cartwright), Wednesday, 6 February 2013 02:11 (eleven years ago) link

btw cider i do a ton of drafting so if youre looking for anything in particular i can definitely sell at the bot buy prices

frogbs, Wednesday, 6 February 2013 02:15 (eleven years ago) link

what just happened. i just drafted 7 sage's row denizens and 3 mortus strider on cockatrice. will keep you posted looool

cocktail onion (fennel cartwright), Wednesday, 6 February 2013 02:18 (eleven years ago) link

deck dominated tonight:

2 grisly spectacle
one thousand lashes
aetherize
psychic strike
killing glare
rapid hybridization
2 smite
totally lost
orz keyrune
dutiful thrull
luinate primordial
corpse blockade
2 kingpin's pet
crypt ghast
basilica guards
bane alley broker (so good)
keymaster rogue
mortus strider
basilica screecher
duskmantle guildemage
two dimir guildgates
godless shrine
4 swamp
5 island
5 plains

iatee, Wednesday, 6 February 2013 03:26 (eleven years ago) link

had a very nice r1 showing against gruul. deck had no issues. removal was strong. r2 i played a very interesting dimir mirror match. my opponent went more the unblockable cipher route, and had some success with it, milling me out one game. one thing i've noticed is that a lot of the cipher cards that look horrid by themselves are very strong in bunches. the key is to trigger as many ETB effects as possible - so call of the nightwing actually becomes quite good if you have blue and black denizens. voidwalk too.

it has really been quite solid; a pleasant surprise. btw, about 2/3 of my dimir wins were mill wins, and the 1/3 were damage wins. you don't have to make a pure mill deck, i'm thinking. if you're doing it correctly, you'll have a lot of flexibility in your gameplan.

also, breaking news: my r3 opponent spectated my games and saw my onslaught of sage's row denizens. he thought i was cheating and ragequit

cocktail onion (fennel cartwright), Wednesday, 6 February 2013 03:56 (eleven years ago) link

I'm working on a jund deck that's falling somewhere between aggro and midrange. Does this look viable? Will it be too slow?

4 Arbor Elf
1 Experiment One
2 Ulvenwald Tracker
4 Strangleroot Geist
3 Flinthoof Boar
4 Dreg Mangler
2 Deadbridge Goliath
2 Desecration Demon
2 Ghor-Clan Rampager
1 Wrecking Ogre

2 Vraska the Unseen
1 Domri Rade

2 Searing Spear
4 Dreadbore
3 Rancor

4 Overgrown Tomb
4 Woodland Cemetary
2 Blood Crypt
1 Drogonskull Summit
4 Rootbound Crag
1 Stomping Ground
1 Gruul Guildgate
6 Forest

Sideboard
1 Abrupt Decay
4 Ultimate Price
1 Rancor
2 Golgari Charm
1 Gruul Charm
1 Rakdos Charm
1 Tragic Slip
2 Pit Fight
2 Deathrite Shaman

I'm probably going to track down a couple more copies of Experiment One to swap with Ulvenwald Tracker and also a set of Skullcrack for the sideboard.

Moodles, Wednesday, 6 February 2013 17:23 (eleven years ago) link

set redemption on MTGO just shot up from $5 to $25 - ouch. not good for online card prices

frogbs, Wednesday, 6 February 2013 17:26 (eleven years ago) link

That's steep! I still haven't fully embraced MTGO and this isn't really helping much.

Moodles, Wednesday, 6 February 2013 17:28 (eleven years ago) link

actually isn't that better for online card prices but worse for paper prices? redemption was a non-trivial source of paper mythic rares and was also the thing that kept mythics really expensive on mtgo relative to the other cards

ciderpress, Wednesday, 6 February 2013 17:58 (eleven years ago) link

if there are fewer paper cards they'll increase in price, so it depends on your definition of worse

iatee, Wednesday, 6 February 2013 18:00 (eleven years ago) link

oh right. i'm in the higher price = worse mindset, i don't care about the value of my collection either irl or online

ciderpress, Wednesday, 6 February 2013 18:03 (eleven years ago) link

lower prices for mythics/chase rares on mtgo makes drafting more expensive

888 (Lamp), Wednesday, 6 February 2013 18:13 (eleven years ago) link

yeah, sorry - that's what i'm talking about

to be honest I dont really know the effect this'll have because I don't know how many sets ultimately get redeemed but it was nice to pick up junk foil mythics as a 3rd pick and know you'll probably get 5-6 tix for it

frogbs, Wednesday, 6 February 2013 19:09 (eleven years ago) link

for context, how much does say, the rtr complete set go?

iatee, Wednesday, 6 February 2013 19:10 (eleven years ago) link

go for

iatee, Wednesday, 6 February 2013 19:10 (eleven years ago) link

in human monies

iatee, Wednesday, 6 February 2013 19:11 (eleven years ago) link

price complete sets depends on the price of the chase rares/mythics - ravnica is probably like 250+ whereas something thats out of standard but still redeemable like nph is way less

888 (Lamp), Wednesday, 6 February 2013 19:15 (eleven years ago) link

but thats retail - if you cashed in your complete set of rtr and just wanted cash quickly you'd probably be able to get like $150 for it

888 (Lamp), Wednesday, 6 February 2013 19:16 (eleven years ago) link

I guess $20 is pretty significant then

iatee, Wednesday, 6 February 2013 19:21 (eleven years ago) link

in general online card prices are about half of paper but when it comes to garbage rares, they're way way cheaper. RTR has what, 80 rares? of those I bet you could get 60 of them for about 3 tickets.

frogbs, Wednesday, 6 February 2013 19:28 (eleven years ago) link

do you guys think there's a good reason why they haven't allowed fractional tickets as currency?

iatee, Wednesday, 6 February 2013 19:29 (eleven years ago) link

allowed meaning 'actually created'

iatee, Wednesday, 6 February 2013 19:30 (eleven years ago) link

my guess is that people end up buying more tickets when they can't make fractional purchases

Moodles, Wednesday, 6 February 2013 19:36 (eleven years ago) link

i dont think theres an explicit reason - its just one of a hundred ways mtgo could be improved if the programming team wanted to take the time. also WoTC doesn't usually make moves to appease the secondary market unless the price of certain cards is driving people away.

frogbs, Wednesday, 6 February 2013 19:37 (eleven years ago) link

moodles' guess makes sense too

like I think wizards doesn't want the mtgo economy to get *too* efficient. things like bots don't really need to exist, in theory. it wouldn't be that hard to design a single open market. but if it became too easy to get rid of stuff, prices would fall even further.

iatee, Wednesday, 6 February 2013 19:52 (eleven years ago) link

ah. good thing the 2 RTR sets i've been sitting on aren't affected. but i suppose it's time to finally cash out.

i've been going heavy dimir on my cockatrice drafting lately. i'm "forcing" it, but considering nobody drafts it, it hardly needs to be forced. i've actually been having quite solid success. as usual, the age-old wisdom of "follow signals" stands up. last draft, i got passed 2 stolen identity, 2 dinrova horror, lord of the void, among other goodies. simic was open too, so i made a very nice BUG deck with 3 cloudfins and 3 drakewings to tune up the early part of the curve while giving me some guys to cipher spells onto.

cocktail onion (fennel cartwright), Wednesday, 6 February 2013 21:55 (eleven years ago) link

at this point I wouldn't really be surprised with any new development on MTGO that nerfs the players. not to say they'll actually do this but I fear that one day they'll stop making the packs tradeable to stop drafters from getting draftsets for slightly cheaper (in the same way Cube tix aren't tradeable, which is real fucking stupid)

frogbs, Wednesday, 6 February 2013 22:04 (eleven years ago) link

they won't do that. the problem with cube was that the first time they released it, in just one weekend it absolutely destroyed the economy for dark ascension packs and that set has never recovered in value since. so now they're super wary about cube since it's actually just too popular a format to have real prizes without repercussions

ciderpress, Wednesday, 6 February 2013 22:23 (eleven years ago) link

I downloaded this game on ipad the other day and have no idea what you guys are talking about

panettone for the painfully alone (mayor jingleberries), Wednesday, 6 February 2013 22:41 (eleven years ago) link

thats DoTP - different thing

dunno why DKA tanked so hard - could it be because you only need 1 of those and 2 INN, while prizes gave them out roughly equally?

frogbs, Wednesday, 6 February 2013 22:47 (eleven years ago) link

i think that's almost certainly why frog. i imagine the #1 thing driving pack prices is availability of prize packs. so now with RTR phantom events, there's a glut of RTR packs out there, driving down RTR value. i don't think it has anything to do with quality of the set. i think it's just a product of prize packs vs. draft packs.

cocktail onion (fennel cartwright), Wednesday, 6 February 2013 23:00 (eleven years ago) link

the evidence I have of pack prices being affected by quality of set is AVR - don't think they still are, but when Bonfire blew up as this 30+ tix mythic, the price of AVR packs went to 3.99. can't say it's a direct coorelation but it did occur to me that this happened despite the fact that nobody really liked drafting it.

anyway - onto a different topic. what do you guys think of bluffing attacks early on? here's a situation I faced last night - opponent and I are both playing Selesnya. I play Drudge Beetle, he plays Call to get the 3/3 Centaur. If he attacks I'm not gonna chump the Beetle so I decide to just attack and bluff Swift Justice or Giant Growth or Common Bond...and he takes the damage. Of course, he doesn't want to potentially lose the Centaur. I realize that these bluffs actually have worked a lot - I do this fairly often. It wouldn't work on me however, since unless my hand is particularly dire, I tend to just make them play the trick. I don't know if this is a good idea or not. Basically my theory is that if you attack a 2/2 into a 3/3 and he takes it, not only did you get 2 damage in, but your opponent is going to be playing around a combat trick you don't have. Thoughts?

frogbs, Thursday, 7 February 2013 22:24 (eleven years ago) link

really depends on who you're playing, there's sorta a game theory element to it

iatee, Thursday, 7 February 2013 22:37 (eleven years ago) link

If it works it works, but I think the correct move by the opponent would be to block in that situation. Wouldn't it be better to lose the centaur rather than a bunch of life and then leave drudge beetle on the board?

Moodles, Thursday, 7 February 2013 22:38 (eleven years ago) link

in that particular scenario even if he were 70% sure you were bluffing, it still might not be worth the risk, if populating is key to his deck working

I think this happens less than you'd think it might because, well, in the scenario above you end up trading 2 damage for 3 damage

I def always play into combat tricks unless I have something really important

iatee, Thursday, 7 February 2013 22:40 (eleven years ago) link

well losing 2 life on turn 3 isn't really much, but essentially the idea is the opponent thinks the Beetle's staying no matter what, and that blocking gives a card like Swift Justice to become a reverse-Swords to Plowshares. I think it works alright on Centaurs since the presence of populate gives the G/W player extra incentive to leave them on the field

frogbs, Thursday, 7 February 2013 22:42 (eleven years ago) link

that was an xpost by the way

if I have populate cards and no other centaur generators in hand, I'm not going to block. then again I have yet to catch a 'bluff' like this. so I do assume they are going to have a combat trick the rest of the way.

I do play into combat tricks a lot - it's alright when it's something like Savage Surge since that one can really bite you later, but running into an obvious Swift Justice makes you feel stupid (since it's just one mana), and then there's Rootborn Defenses which can be the mother of all combat tricks if there's a lot of creatures on board.

frogbs, Thursday, 7 February 2013 22:45 (eleven years ago) link

right but in that above scenario these are the possibilities:

1. they block, you lose creature, lose 3 life next turn
2. they don't block, you're racing 3 life vs 2 life per turn or you block eventually
3. you don't attack, you chump block
4. you don't attack this turn and don't block, then race 3/2

I mean 2 isn't horrible but it's not so much better than 3 or 4 that it's worth risking 1

iatee, Thursday, 7 February 2013 22:47 (eleven years ago) link

which is why it's rarely tempting to bluff - the gains aren't worth the risk

iatee, Thursday, 7 February 2013 22:49 (eleven years ago) link

Wouldn't bluff in your situation, frog. The most likely situation for me to bluff is if I play a vanilla guy or two, my opponent plays a bomb creature and I have no way in hand to kill it or race it. I will probably lose this game unless I take risks. If I still have a chance to win the game based on my hand and the board, I almost never bluff. It's usually right for players to block and make you use the trick, and I've found it hard to gauge how opponents will react to a bluff.

I do the "attack my 3/3 into your 2/5" all the time, and the "suicide my team when I'm about to die", but those aren't really bluffs, huh?

Vinnie, Thursday, 7 February 2013 22:50 (eleven years ago) link

Although if my opponent won't block my 3/3 with a 2/5, I am very likely to make more bluff attacks that round XD

Vinnie, Thursday, 7 February 2013 22:51 (eleven years ago) link


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