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Vintage Community Discussion / Casual Forum / Re: 4th Edition deck
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on: June 07, 2005, 04:50:27 pm
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Conversely:
Creatures (14): 4 x Goblin Balloon Brigade 4 x Ironclaw Orcs 3 x Ball Lightning 3 x Orcish Artillery
Spells (12): 4 x Lightning Bolt 4 x Blood Lust 4 x Stone Rain
Artifacts (12): 4 x Winter Orb 4 x Ankh of Mishra 4 x Black Vise
Lands (22): 4 x Mishra's Factory 4 x Strip Mine 14 x Mountain
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Vintage Community Discussion / Casual Forum / Re: The Saviors of Kamigawa Type 4 Set Review
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on: May 31, 2005, 08:57:12 am
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You are pretty much spot on with your analysis, as always.
A few of my ideas are posted in response to the SCG thread, so I won't echo them here.
As far as the Epic spells go, the Blue one and White one are definitely the only playables - in a two player game, I would give the edge to the Blue one, but the more players you add, the more significantly the power level of each drops, due to the increased counterwall they will face.
I give the edge to the white one overall, since it isn't nearly as offensive and might not always draw fire, while it still allows you to do some pretty broken things assuming your portion of the stack has some beefy enchantments and spells that have activated abilities in your hand (like Decree of Silence, etc.).
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3
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Eternal Formats / Miscellaneous / Re: [Article] Set Free: Saviors in Vintage
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on: May 27, 2005, 03:45:04 pm
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I have to disagree. This card is really terrible. It has the same casting cost at thirst for knowledge. With thirst, you always get the best card, and lose either 1 (artifact) or 2 cards. With Murmurs, you never get the 'best' card, but at least get to keep two. (with thirst you often get to keep 2 anyway) Consider the following, and I will let you draw your own conclusions from there: 1) It will always provide +1 card advantage. With Thirst, you are required to play an inordinate amount of artifacts to get the same benefit. 2) It's a variant on Fact or Fiction, and as such you must consider that it's card advantage must be weighed tactically versus card quality, and that is hard to quantify concretely via pure conjecture. 3) Again, it fits with Chains of Mephistopheles, so can provide card advantage in Chains decks.
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5
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Vintage Community Discussion / Type 4 / Re: Type 4 Stack Lists and Resources
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on: May 26, 2005, 10:11:40 am
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I've done my ad-hoc T4 set review for Saviors of Kamigawa - the new card ratings are located at the bottom of this thread. Saviors offers up a few good cards, but the only real must-include of note is Overwhelming Intellect, a strictly superior version of Exclude. edit: The note regarding "Splice onto Arcane" is fixed in the linked thread, per Jacob's rules point.
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7
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Vintage Community Discussion / Type 4 / Re: Type 4 Stack Lists and Resources
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on: May 10, 2005, 08:14:12 am
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I did rate Goo a 10, due to its board sweeping and self-pumping capabilities. I'd still rate him below Flowstone Overseer, due to the fact that the Overseer can be more political (selective pumping can be used to take out players), provided he sticks to the table.
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9
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Eternal Formats / Miscellaneous / Re: [Report] 4/30/5 WU TANG Fish Wins Waterbury VI
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on: May 02, 2005, 03:07:46 pm
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I try to play misdirection but that just puts another copy of tendrils on the stack after the misdirected one so I die. It is probably a moot point since that game was going horribly for you already, but you get priority again after your opponent after the storm trigger resolves. Tendrils is played, storm trigger goes on the stack, both players pass, trigger resolves (0 copies), active player passes, you misdirect. In any case, the storm trigger only counts spells played *before* the one that created the trigger.
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10
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Eternal Formats / Creative / Re: Cerebral assasin
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on: May 02, 2005, 11:13:18 am
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SCG is great for articles, but telling someone to go look for a CA thread there when we have one that the deck's creator started, among others, is misguided at best. You get a verbal warning. To be fair, that thread is in the vintage forum, and as such has limited access. However, I am having a few issues with it and the sideboard which I hope you can help me with Care to elaborate what issues? Generally, Crucible/Strip is regarded as suboptimal due to the fact that it is antithetic to the deck's gameplan - it may support the ancilliary land destruction theme of Titan and provide recurring Welder fodder with Seat, but it lacks tempo. The fact that it brings back Bazaar as well as discarded lands makes it quite potent, however, which is why it is probably best left a meta consideration - of which yours seems apt since it is heavy in control. Razormane could be nice in a lone Titan spot for an aggro meta. Duress really is more suitable, even disregarding the low blue count and suicidal amounts of damage this deck already does to itself. One thing I am trying out is a Death Spark to replace a single Squee to deal with opposing Welders, and it is actually working reasonably well. Those extra spaces could be relegated to some form of the Dragon combo, which is quite popular in CA. I personally use Dragon+Eternal Witness.
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Eternal Formats / Miscellaneous / Re: [Report] 4/30/5 WU TANG Fish Wins Waterbury VI
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on: May 02, 2005, 09:39:35 am
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2) Your creature count seems low for ninja to work, I also noted in your report you hardcast it 3 times while I was under the impression that ninja it into play is the way it is supposed to go. Maybe add in more creatures? 16 non-ninja creatures seems fine to me (forgetting the factories?). Like Machinus, I would prefer Cloud of Faeries in the Flying Men slot, as the Men seem extremely underwhelming. I realize the problem is in keeping 1-drops and pitch fodder, though - but it might be worth trying, especially since you don't play Curiosity. Re. the membership thing - one of TMD's downfalls is its exclusivity/cliqueiness, as is evinced by it's low activity. Just remember your value to the Vintage community has nothing to do with your TMD membership status, and lack of ability in posting to the vintage forum has never stopped me from being heard when I've wanted to. Keep up the good work.
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Eternal Formats / Miscellaneous / [AGAIN] Article -- Interactivity in Type I (Yes,Trinisphere)
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on: March 20, 2005, 11:10:28 am
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Lastly, from an administrative standpoint. They messed up big time. They let the players bully them into restricting a card. If you honestly feel this, then you should read Forsythe's explanation of the reasoning behind the current T1 restriction. If you still have that opinion after reading it (which I can't believe you have yet), then he is either a bald liar or you are an incorrigible conspiracy theorist. Just ask yourself this: which is more visceral to a card game business - actually losing players or player whining? Players will always whine, which makes the answer obvious. In their position they should have a set criteria clearly defined (and visible for all players to read) that states the steps leading up to restriction. If players know the process and the card meets all criteria. Then restirict it. It has to be clear cut and straight across the board. Opinion or complaints should have no place in the process. In a perfect world - and I guess that is the entire point of this thread. @Dozer Excellent post. I sort of allude to your idea in my first post, when I state to the effect that some highly interactive decks obsoleted by 3Sphere "have a lot of cards that are purely reactive". I still disagree with the idea that Stompy is non-interactive. What about the mirror, or versus Madness, or WW, or Sligh, or Suicide Black? A lot of people keep forgetting that a deck's level of interactivity is also dependent on the matchup, and when a deck relies on an inordinate amount of creature combat in order to win, it must interact with decks utilizing a commensurate premise.
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Eternal Formats / Miscellaneous / [AGAIN] Article -- Interactivity in Type I (Yes,Trinisphere)
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on: March 18, 2005, 06:12:39 pm
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I think that Rasko is right on target asking how, now that the DCI has opened the can of worms of "unfun" or "uninteractive" how they plan on measuring this purely abstract part of the game, when they are determining which cards to restrict based on "interactivity" or "unfunness." I am of the opinion that this is not a good criterion for making major changes to a MTG format. However, interactivity may very well be the point of ridiculousness where casual players just refuse to play anymore and threaten to quit buying cards, which is exactly what Ravager did in constructed and Stax did at my local hobby shop. You sound like you're saying Trinisphere's restriction originally opened the can of worms. Are you forgetting about Burning Wish/LED? Just because people can look back at these cards and go "derf, they're broken, OBV OBV" doesn't change the fact that Long wasn't distorting tournaments when they were restricted.
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Eternal Formats / Miscellaneous / [AGAIN] Article -- Interactivity in Type I (Yes,Trinisphere)
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on: March 18, 2005, 10:38:34 am
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@VGB:
To clarify, your definition is "they win via creature damage and have many spells that exclusively respond to the opponent's actions"?. Actually, that was just a quick and dirty summary of a few of the decks that Trinsphere killed. My definition is: "interactivity in Magic is responding to your opponent's actions, and both players having the ability to do so." I tried defining interactivity multiple ways, and settled on this one as it as simple, flexible, and applicable, and thus far I have been comfortable with it.
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18
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Eternal Formats / Miscellaneous / [AGAIN] Article -- Interactivity in Type I (Yes,Trinisphere)
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on: March 18, 2005, 09:52:43 am
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In Control-Combo decks, Mana Drain is hardly interactive. It's just a Blue Ritual that is not card disadvantage. Sometimes you just randomly Mana Drain what your opponent is casting, just because it has something higher than 2 in the top right corner. Many decks does not use Mana Drain for the countering ability only. Yet playing Mana Drain in and of itself will never prevent the player from having performed his original action or subsequent actions. You need to find a definition of interactive that you identify with and make it clear, because your example is extraordinarily self-contradictory if viewed from the context of my definition.
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Eternal Formats / Miscellaneous / [AGAIN] Article -- Interactivity in Type I (Yes,Trinisphere)
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on: March 18, 2005, 09:04:00 am
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What about the part of the article that discuses Flores's example that counters are inherently interactive, excepting mainly Forces of Will used in combo? I don't have premium, but I'll try to answer that question in its own context. The goal of combo may be ultimately complete disregard of the opponent, but seeing as how combo decks are usually the most susceptible to hate, they are invariably unwillingly forced into an interactive role. Otherwise, I agree wholeheartedly about the counters being inherently interactive statement. This leads to my question on whether aggro-control is in fact inherently interactive. If so, was GAT truly interactive? All these questions have a very similar answer. Wait for it... On a more extreme end, some could make a case that Stompy was non-interactive. I remember D'Avanzo calling it a combo deck with creatures. You can't merely analyze the interactivity of a deck as a singular entity. It has to be judged with respect to the metagame it is a part of, as well. Just because a deck like Stompy can run on autopilot has nothing to do with it's interactivity - which deck I consider almost universally interactive.
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Eternal Formats / Miscellaneous / [AGAIN] Article -- Interactivity in Type I (Yes,Trinisphere)
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on: March 18, 2005, 08:46:15 am
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Re: Trinisphere The reason that it seems uninteractive is because most of the decks that roll to turn one Trinisphere DON'T want to interact and therefore are ill-equipped when they are forced to do so. I don't think this is necessarily true. While at their heart most decks strive to ignore the opponent as much as possible, many archetypes that have been booted by Trinisphere are highly interactive as they win via creature damage and have many spells that exclusively respond to the opponent's actions. With that in mind, I believe that interactivity in Magic can be simply defined as responding to your opponent's actions, and/or both players having the ability to do so. Me just talking to myself, apparently.In summary: you can't ignore the fact that WotC is a business. The most vital key to any business is its customers.
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Vintage Community Discussion / Type 4 / Type 4 Stack Lists and Resources
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on: March 14, 2005, 09:56:34 am
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Does anyone use a wish board for the Wishes in T4? The Wishes are kind of a tricky matter in T4. Generally, these are most of the feasible approaches: 1) Wishes can only be used on cards RFG'd during the course of a game. 2) A T4 stack comes with a preconstructed "Wishboard". 3) Any card you own in your general vicinity separate from the stack is tutorable (much like the 5-color Wish rule*). 4) Each player drafts a limited amount of cards, and everything left over becomes an ad-hoc Wishboard. Also, the distinction has to be made beforehand whether legal Wish targets include all players' cards from the stack, or just ones you personally drafted. Using a Wishboard is kind of silly, in my opinion, because why would you play cards that aren't in your stack to begin with? Wishes then become, in essense, bad Demonic Tutors (excepting Cunning Wish, obv.). * Ring of Ma'Ruf and Judgment WishesIn addition to the limitations on the cards themselves, Ring of Ma'Ruf and the fives Wishes from Judgment™ may search only for a) a card you own, b) a card within your immediate range of motion, and c) a card that does not make your deck illegal.
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Eternal Formats / Miscellaneous / [Article] Forsythe & the B/R
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on: March 07, 2005, 09:43:07 am
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That's so funny considering T2 = Mirrodin Block + Sakura Tribe Elder ! It's quite obvious to me the T2 bans happened because of the terrible sales of Kamigawa Block. Probably more than half of the current T2 decks run 0 Kamigawa block rares ! The glass is half empty/half full. I'd be inclined to believe that lagging attendance is scarier to WotC than lagging sales of an expansion.
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Eternal Formats / Miscellaneous / New B&R List
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on: March 01, 2005, 05:17:23 pm
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Note that in its best case scenario, Mana Drain is still simply a counterspell that makes your next spell or two cost less. It also still requires  {U} up and for someone to cast a spell into it. Best case for Trinisphere is, well, it's a 1 mana Time Stretch that happens to also include the ability "you win the game". And I agree with Chains completely - but probably differ in that I feel that the restriction of Trinisphere was a Good Thing, even though it is the cornerstone of many of my favorite decks.
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Eternal Formats / Miscellaneous / New B&R List
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on: March 01, 2005, 03:16:41 pm
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Take Mana Drain decks. Psychatog decks basically went away becuase of Fish and Crucible/3Sphere. The Drain decks that survived are those that were able to compete with that ramped up power level: certain Oath builds and Control/Goth Slaver. Restriction does not unwind the clock becuase the decks that you are left with are the product of a dialectic. They are more powerful than before the dialectic began. See my point? Actually, Trinisphere produces an axis of upper-tier decks that exclude archetypes such as Psychatog and variants of Aggro/Control/Combo that auto-lose to Workshop->3Sphere. The current best decks aren't necessarily strictly better than their pre-3Sphere incarnations, they have just been tweaked to the axis imposed by it. Now that 3Sphere decks are being booted out of the axis, other archetypes can (re)emerge, which will result in a new axis of best decks that play on each others' weaknesses.
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Eternal Formats / Miscellaneous / New B&R List
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on: March 01, 2005, 12:44:13 pm
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As for the new restrictions, I find them unecessary. I, for one, haven't seem any conlusive evidence that trinisphere was creating a lack of interactivity across the format. Maybe in a couple of matches during a tournament, but not in the format as a whole. And things hardly got to the point of where the die roll was the deciding factor. Taking the long view (i.e., regarding player turnover as the driving force behind restrictions), anything that takes the fun out of the game hurts the game. Whether Trinisphere was actually dominating or produced a widespread lack of interactivity is sort of besides the point, since past restrictions have also been obviously based on the long-term view rather than just short term results (i.e., tournament data). Long didn't dominate or produce a widespread dearth of interactivity, yet the fact that it patently soured more players than it drew was reason enough to restrict 2 cards. The business case for the current restriction probably looked something like this (and this applies to any card): Restriction of 3Sphere will result in the loss of X customers/players. Leaving 3Sphere unrestricted will result in the loss of Y customers/players. The answer obviously shows that the DCI regarded the former number to be substantially less than the latter. The success of the DCI and Wizards is dependent on making sure turnover never results in the net loss of players, hence making a move that results in fewer players is nonsensical. I consider the health of Vintage (in terms of growth and popularity) as a sort of watermark for the overrall popularity of the game. Sure, Standard/Block/Limited are the cash cow, and have the greatest impact on Wizard's bottom line in the short term, but it's Vintage that defines the game due to the depth of the card pool, requisite rules knowledge, and the fact that T1 has a certain mythos and appeal due to it being the stomping ground of Magic "design atrocities", where cards not only have huge/swingy effects, but huge pricetags due to their collectability. T1 also encompasses the history of the game, since every deck that has ever existed can still be reconstructed from the available card pool in a closely approximate form, which isn't true of any other sanctioned format. Is it merely coincidence that Magic as a whole is doing as well as it is, and Vintage has been exploding? If you lose a Vintage player, you lose a recruiting tool as well as a customer. Vintage players are also more likely to play multiple formats, since they are huge fans, by definition. The fact that T1 exists is probably a bigger proselytizing force than any other current aspect of Magic.
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Eternal Formats / Miscellaneous / New B&R List
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on: March 01, 2005, 09:20:45 am
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I don't see how this restriction is different from any other - when it boils down to it, all restrictions appear to have been made for the sake of improving the vintage gaming experience by increasing interactivity.
Just because people were getting used to being raped by Trinisphere - expecting it, in fact - doesn't mean that the card wasn't an abomination.
I am continually amazed by how the DCI has had a finger directly on the pulse of T1 for some years now, and must applaud their deft handling of this most volatile of formats.
Now I have to go see if 3 SoR and 1 Trini is even remotely as playable as 4 x 3Sphere.
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