Magic: The Gathering C/D

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yeah i was laughing at that last night, for every sphinx's revelation and unburial rites that they successfully plan ahead for, there's sometimes a delver that they didn't expect and then the hate card for it shows up months too late.

ciderpress, Thursday, 18 April 2013 16:49 (eleven years ago) link

lamp it's the GR midrange aggro deck with domri, it turns out if you take the experiment ones out of that deck it gets better. this is probably gonna be my go-to deck post-DGM unless any of my deckbuilding friends find something insane again

ciderpress, Thursday, 18 April 2013 16:54 (eleven years ago) link

http://mtgstats.com/Deck.aspx?DeckID=588551 this but with a few tweaks and a different sideboard

ciderpress, Thursday, 18 April 2013 16:59 (eleven years ago) link

ready/willing is gonna lead to some total blowouts

iatee, Thursday, 18 April 2013 17:00 (eleven years ago) link

yeah, i like that deck a lot. i actually spent last night trading/buying the cards i needed for it in paper so i can play a version of it at the ptq/wmcq this weekend. i'm not running the gyre sage 'version' and only two domris but its been pretty good for me so far. my only match losses so far have been to g/b aggro (which i think is just a bad match-up and thankfully a fringe deck) and the prime speaker list. i was worried about jund but you can run them out of answers reasonably well

Reggie (Lamp), Thursday, 18 April 2013 17:01 (eleven years ago) link

so the Dimir mythic is pretty much what everyone expected, right?

frogbs, Thursday, 18 April 2013 17:20 (eleven years ago) link

if its real then yeah it's not great. would still like to see one more pushed dimir card, since so far the guild has been completely absent from standard other than the occasional 1-of dimir charm. far//away and notion thief seem playable, not sure about warped physique. cipher is still lacking the constructed-pushed card that all the other guild mechanics have, though i'm not sure what it'd look like. maybe they actually thought people were going to play soul ransom, or find a way to break whispering madness?

ciderpress, Thursday, 18 April 2013 17:34 (eleven years ago) link

and of course duskmantle seer has a really high power level but i have no idea how to use it still, might have to wait for rotation

ciderpress, Thursday, 18 April 2013 17:34 (eleven years ago) link

the hate card for it shows up months too late

My favorite is Seedtime, the supposed answer to Fact or Fiction. Wizards hyped this card up a ton in the previews, didn't make a dent in Standard. The metagame had moved a bit past FoF by the time it came out anyway.

Vinnie, Thursday, 18 April 2013 17:43 (eleven years ago) link

armadillo cloak is back! with a new name though since lifelink isn't quite the same rules-wise

ciderpress, Friday, 19 April 2013 04:19 (eleven years ago) link

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/spzkwz3www_EN.jpg

BUG suddenly doesn't seem so horrible...

iatee, Friday, 19 April 2013 04:36 (eleven years ago) link

ha, I remember Seedtime opening around $10. it quickly settled around 10 cents.

frogbs, Friday, 19 April 2013 05:04 (eleven years ago) link

i do like R&Ds new policy of making the hate cards useful otherwise so they're not just dead if you don't hit the thing you're hating

frogbs, Friday, 19 April 2013 05:05 (eleven years ago) link

that seems really good but there has to be better finishers out there

frogbs, Friday, 19 April 2013 14:37 (eleven years ago) link

there are better finishers but it's also useful not as a finisher

iatee, Friday, 19 April 2013 14:49 (eleven years ago) link

its certainly the most resilient as long as you have blue mana up

when drownyard's gone, revelation decks will need a way to kill people before they deck themselves so there's certainly a market for 'creature taht can never die if you have blue mana up'

ciderpress, Friday, 19 April 2013 14:50 (eleven years ago) link

also you can play it early and then blink and wrath later if opponent's board can beat it

ciderpress, Friday, 19 April 2013 14:51 (eleven years ago) link

well it essentially costs 7 mana so I dunno what "early" really means here

frogbs, Friday, 19 April 2013 14:59 (eleven years ago) link

well i meant 'early' as in 'before you've drawn half your deck and taken complete control'

ciderpress, Friday, 19 April 2013 15:26 (eleven years ago) link

full set spoiler monday

iatee, Friday, 19 April 2013 19:22 (eleven years ago) link

yep, always curious whether there's something big that slipped through the preview week cracks like boros reckoner did last time around.

ciderpress, Friday, 19 April 2013 19:28 (eleven years ago) link

looks like the rest of the cards are starting to leak out now though from whoever had the early copy of the fat pack encyclopedia
http://forums.mtgsalvation.com/showthread.php?t=504862

ciderpress, Friday, 19 April 2013 19:36 (eleven years ago) link

I think this is gonna be a really fun set

Hidden Strings 1U
Sorcery
You may tap or untap target permanent, then you may tap or untap another target permanent
Cipher Common

has a lot of potential

iatee, Friday, 19 April 2013 19:38 (eleven years ago) link

put it on a one drop and a blue deck can cast a 4 mana instant on its second turn

iatee, Friday, 19 April 2013 19:42 (eleven years ago) link

I could see Crypt Incursion being a nice sideboard card

Moodles, Friday, 19 April 2013 19:43 (eleven years ago) link

the beetle mage is awesome for limited

ciderpress, Friday, 19 April 2013 19:49 (eleven years ago) link

damn that's a common?

iatee, Friday, 19 April 2013 19:53 (eleven years ago) link

3/1 haste for BR seems pretty good

frogbs, Friday, 19 April 2013 19:54 (eleven years ago) link

That's gonna be an annoying card for sure. Can even be pumped as an instant.

heh xp Spike Jester looks like one of those Constructed cards that's a little under the radar - it's way better than Chainwalker, which has seen play in some mono-red decks.

Vinnie, Friday, 19 April 2013 20:08 (eleven years ago) link

yes, that card is potentially quite good. haste is one of the best abilities in constructed because creatures don't live that long

ciderpress, Friday, 19 April 2013 20:15 (eleven years ago) link

jesus, Craterhoof is now worth 15 tix online. wish I wasnt so stupid when I did AVR and just sold everything

frogbs, Friday, 19 April 2013 21:08 (eleven years ago) link

well i couldnt have predicted that one either

ciderpress, Friday, 19 April 2013 21:52 (eleven years ago) link

whoa, I just noticed that if you play every common evolve creature in order (Cloudfin/Shambleshark/Crocanura/Anemones/Snapjaw) that you hit every evolve trigger. cool

frogbs, Sunday, 21 April 2013 15:49 (eleven years ago) link

GTC Phantom Sealed is starting to make me hate myself. I can't seem to catch a break with this thing.

Moodles, Sunday, 21 April 2013 17:15 (eleven years ago) link

I think I need to admit that I'm just not very good at GTC.

Moodles, Sunday, 21 April 2013 17:16 (eleven years ago) link

Yeah I constantly 1-2 those things with wonky Simic/Gruul decks. I never seem to get like 5-6 of the good common Orzhov guys like everyone else does and my Boros is often garbage. Or I get like 18 cards to a good Dimir deck. I have real terrible luck with getting Gates that match the colors I want to play, too!

frogbs, Sunday, 21 April 2013 18:02 (eleven years ago) link

even when I get a decent pool, I seem to undermine myself by mis-clicking or letting time run out

Moodles, Sunday, 21 April 2013 18:29 (eleven years ago) link

gatecrash is also not a very good sealed set. play some RTR sealed, it's more fun

ciderpress, Sunday, 21 April 2013 20:00 (eleven years ago) link

yeah rtr sealed is 10x more fun

had a pretty nuts deck in paper draft today:

frontline medic
wrecking ogre
gift of orzhova
boros charm
3 x daring skyjek
2 x wojek
sunhome guildmage
3x syndic of tithes
3x court street denizen
skynight
warmind infantry
cinder elemental
armored transport
martial glory
righteous charge
angelic edict

iatee, Sunday, 21 April 2013 23:41 (eleven years ago) link

yeah the boros decks ended up being the most fun to play but they are never ever open on mtgo

ciderpress, Monday, 22 April 2013 02:44 (eleven years ago) link

complete spoiler is up on the wizards site - haven't looked through much of it yet but i am v v excited to draft this set

Reggie (Lamp), Monday, 22 April 2013 04:21 (eleven years ago) link

this is gonna be rad

iatee, Monday, 22 April 2013 04:39 (eleven years ago) link

great cards all around

iatee, Monday, 22 April 2013 04:40 (eleven years ago) link

feel like the rtr guilds might be slightly ahead overall

iatee, Monday, 22 April 2013 04:41 (eleven years ago) link

maw of the obzedat is my fav art in a long time. is it a cat?!

card is sweet too. there are really just gems the whole set around. draft is gonna be great fun, and a total deckbuilding exercise as opposed to GTC which was completely a signal reading exercise

cocktail onion (fennel cartwright), Monday, 22 April 2013 06:06 (eleven years ago) link

looking at the full set guild by guild, i'm noticing that each guild has exactly one multicolored creature at common. none of them are particularly good. meanwhile, all of the multicolored guild cards are at uncommon, and the stable of uncommons is really quite solid.

meanwhile, we have a range of monocolored commons. their power level is lower than the uncommons, but they only commit you to one color.

the tradeoff thus becomes: do we spread ourselves thin taking a spread of powerful uncommons/rares early, and then hoping we can zero in on a playable 23 cards later? or do we settle in on one color/guild at a time? or do we adopt the "gobble up the early guildgates" strategy? i think each of those approaches could prove fruitful or disastrous.

this draft environment is really really really gonna reward going in with a specific vision of what you want your deck to look like. every pick is going to be incredibly challenging. GTC rewarded play skills, DGM is gonna reward draft skills. we're gonna need to know the archetypes inside and out to have any success with this.

cocktail onion (fennel cartwright), Monday, 22 April 2013 06:27 (eleven years ago) link

i really don't think there are going to be archetypes per se, i would hope/expect it to just be really fluid and most decks will trend towards midrange so you'll want to look for card-level synergies to get you ahead. also you should be drafting the gates pretty high and if other people aren't you can really take advantage of that by setting yourself up to steal all the individually powerful cards in packs 2 and 3

ciderpress, Monday, 22 April 2013 07:18 (eleven years ago) link

thought about this more and there definitely are archetypes still but they're more about what your deck is doing than about rigid gameplans like in the single set formats. like for example there's the +1/+1 counter abuse deck but that could be simic+golgari or it could be one of the two simic colors plus rakdos, or it could be simic plus one of the two rakdos colors. likewise, there will be the aggro deck which is probably going to want to have boros and/or rakdos in it for the cheap above-curve creatures but the other half could be azorius, gruul, or even izzet which all have mechanics that punch damage through in different ways.

ciderpress, Monday, 22 April 2013 13:35 (eleven years ago) link

I really have no idea what this'll be like but a lack of too many "junk" commons + the 15th slot being a dual land instead of a basic means that DGM will likely have a lot of influence on your final deck and honestly I just don't see 2 color decks working

frogbs, Monday, 22 April 2013 13:49 (eleven years ago) link


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