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Vintage Community Discussion / General Community Discussion / Re: Magic Online Power Nine Owners
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on: September 09, 2015, 07:20:52 am
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I gave up on vintage on MTGO. Made no sense to sit on $6000+ worth of "cards" to play what amounts to a glorified 8 man event. The attendance is bad, the prizes are bad, and the support for the format is nearly non-existant.
I cashed out at MTGO Traders, and jumped right into standard, modern, and limited, loving it so much more.
I could see buying back in, but not under the current conditions.
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4
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Eternal Formats / Workshop-Based Prison / Re: What to run for Lands 15-18/19 in shops?
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on: August 24, 2015, 07:55:11 am
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4x Factory is always the best default, the synergy with the deck is crucial.
Adjusting this slot is really meta dependent, and generally not worth it;
Homeward Path - Meh. If your seeing allot of Dack, sure.
Cavern - Again, very meta dependent. If your playing MTGO, not worth the main deck, ATM.
Ghost Quarter - I find 3x Factory 1x Ghost Quarter perfectly acceptable in a shops heavy meta.
Tabernacle - I love this card, and I hate this card. I would not main deck it, and out of the board it has either been really good, or an utter blank. I do like 1x Tabernacle and 2x Dismember out of the board against creature/token decks.
Maybe it's your lack of acknowledgement for the difference between "your" and "you're" that biases me, but saying that it's not worth it to adjust your last 4 lands or that Factory should always be the default seems flawed and baseless. If you know what metagame you are going to be going into then you can adapt. To continue the trend of just saying what we like certain cards for, Cavern is ideal against blue control and Gush strategies. Factories and Ghost Quarter are best against Dredge and Workshops with Factory providing extra beats against everything, specifically planeswalkers and Ghost Quarter being solid against all decks not sporting more than 1 basic. Homeward Path is far and away the best answer to Dack Fayden out of a Shop deck and Tabernacle is almost solely Dredge hate out of the sideboard because it doesn't tap for mana. Perhaps you missed the part I clearly discuss meta consideration?? And sorry to offended you Grammer Gestapo.
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6
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Eternal Formats / Workshop-Based Prison / Re: What to run for Lands 15-18/19 in shops?
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on: August 20, 2015, 10:13:42 am
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4x Factory is always the best default, the synergy with the deck is crucial.
Adjusting this slot is really meta dependent, and generally not worth it;
Homeward Path - Meh. If your seeing allot of Dack, sure.
Cavern - Again, very meta dependent. If your playing MTGO, not worth the main deck, ATM.
Ghost Quarter - I find 3x Factory 1x Ghost Quarter perfectly acceptable in a shops heavy meta.
Tabernacle - I love this card, and I hate this card. I would not main deck it, and out of the board it has either been really good, or an utter blank. I do like 1x Tabernacle and 2x Dismember out of the board against creature/token decks.
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7
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Eternal Formats / Eternal Article Discussion / Re: [Free Podcast] So Many Insane Plays Podcast Episode 46: Champs Preview
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on: August 17, 2015, 07:16:31 am
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I to had a slew of 4-0's with Jeskai Mentor, MUD, and Dredge in this time frame that were not reported. It would be nice if all results were posted by WotC.
I would also put a little more value on the 3-1 performances of Vintage daily regulars, as there are a core group of very good players who put up results with multiple archetypes. I would also argue the 3-1 data is just as important, as there is no applicable top 8 metric. (In addition, see below)
Another thing to keep in mind with MTGO results data is the preponderance of 3-0's "splitting" (one taking the majority of packs in exchange for a concession, the other getting the QP points). This is very common on MTGO.
I would also agree Montolio is a Shop's beast. Very experienced, tough, tough opponent.
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Eternal Formats / General Strategy Discussion / Re: [ORG]Jace,Vryn's Prodigy//Jace, Telepath Unbound
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on: July 31, 2015, 09:10:44 am
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I ran Jace in a DE on MTGO in UWR Mentor shell, just to get some actual competitive play time in with the card. I went 3-1, losing Round 1 to Dredge (which I skimped SB slots...)
Observations;
1) He suffers the same pitfall Bob is facing, an abundance of removal, namely Bolt.
2) The looting ability is deceptively powerful. Filtering out cards you don't want in your hand, setting up flash back plays, and powering Delve is very strong.
3) The +1 ability is absolutely useless in this metagame, it does not protect Jace, at all. It is simply a means of ticking up the loyalty.
4) The real meat and potatoes of the card is the flash back ability; and its awesome, obviously.
The question still remains, is the 1U cost better value than running Snapcaster, JtMS, or even Narset? Probably not right now, but the card is super fun.
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Eternal Formats / General Strategy Discussion / Re: [ORG]Jace,Vryn's Prodigy//Jace, Telepath Unbound
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on: July 29, 2015, 05:43:30 am
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Having got to play this card in Limited and Standard, I can say he is really good.
However, in my vintage testing he has been abysmal. Vintage is a format that is generally won or lost on the stack, at instant speed. If his flash back ability read "until your next turn" he would be playable, and busted.
Against slower blue decks he is OK, in that you can grind out value, but the metagame simply does not reflect this need.
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Vintage Community Discussion / General Community Discussion / Re: MTGO Play Points & changes to Dailies
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on: July 21, 2015, 08:16:55 am
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This is utter bullshit, plain and simple.
It is truly remarkable how a company with such a cash cow product can utterly fail on the design and functionality of the digital medium (for well over a decade), and so alienate such devoted clientel.
I'm shocked Hasbro allows such incompetent handling of this product.
Unfortunately MTGO is my only outlet to enjoy the game given time constraints with the kids and work. Having played since 1993, I wish I could get back into paper magic, but alas, I guess I/we are taking yet another proverbial nut sack on chin.
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Eternal Formats / General Strategy Discussion / Re: Magic Origins Prerelease Options
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on: July 10, 2015, 09:13:01 pm
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I will be going to the Origins Pre tonight at midnight and although I have been to many Prereleases I have never been to one recently where you chose a single color. From what I read you choose one color and you get a premade pack of seven cards of the single color then six regular booster packs to make your deck with. I was wondering based on the spoiler list which base color would you guys go with and why? I know what Im leaning towards but not sure if there was some color that had an advantage over the others via good commons. Thanks!
Green seems very good to me. I really want to draft G/B
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15
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Eternal Formats / General Strategy Discussion / Re: [ORI] Pupil of the Rings
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on: June 30, 2015, 11:55:20 am
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I don't understand the hype, at all.
Not only is this a mana pig, but a grave pig, and a specific one at that.
For this kind of investment/setup I want to win the game, or, draw 7 swing for 7 gain 7 draw 7, not goof around with a resource hungry Spell Pierce(s).
Also, this is nothing like Deathrite Shaman...
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Eternal Formats / General Strategy Discussion / Re: [ORG] Honored Hierarch
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on: June 29, 2015, 09:44:10 am
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This card is absolutely horrible.
I cant imagine any deck, for any reason, running this in a format where any other consistent one G mana dork is legal. I would rather play Elves of Deep Shadow, even if off colour.
This card is a pure concession from WoTC given they will no longer be printing turn 1 mana dorks, apparently.
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Eternal Formats / General Strategy Discussion / Re: Mana Drain's roll in Vintage
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on: May 25, 2015, 10:11:09 am
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I believe the main reason Mana Drain has fallen out of vogue is the evolution of the format; otherwise the card is simply busted.
"Big Blue" has been replaced by pure tempo driven Gush strategies that put emphasis on cheap efficient threats (Delver, Pyro, Mentor) and counters. Very few current blue decks can support keeping up UU for a hard counter, it's simply counter-intuitive.
I think the days of hard control decks that can support 2-4 Mana Drain are over, save perhaps Landstill.
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Eternal Formats / Eternal Article Discussion / Re: [Free article] The Best Draw Engine in Vintage
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on: May 01, 2015, 06:38:45 am
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Not saying it should be restricted (although I'm not objective because I love the strategy) but Preordain and Gush are the reason the strategy is good.
Drawing and playing these cards leads to a lot of winning. Not drawing and not playing these cards leads to a lot of losing.
I'm not really sure how better to describe it than that... it's an observation gleaned from hundreds of test games.
I have to wholeheartedly agree with this synopsis. Gush is absolutely nuts, and far more relevant than: "just two random cards". It produces quasi mana acceleration, fuels Dack, which fuels delve, which produces back breaking card advantage. Period. My concern with the current draw package for blue is the restriction of design space. It's so good and efficient that deck building becomes very linear (I thought I would never complain about such an issue); the "Gush archetype" simply swaps out kill conditions whilst leaving the shell of the entire deck nearly untouched. Innovation has been replaced by simple numbers preference on counter magic. I'm not saying a restriction is warranted (though I can't imagine Dig not getting restricted, this card is just sick), it just seems like the meta has become skewed toward Gush vs Workshops.
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Eternal Formats / Blue-Based Control / Re: UWR Monastery Mentor
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on: April 23, 2015, 07:59:49 am
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Meltdown is terrible in Mentor.
Part of beating shops consistently is establishing board presence with lands and fast mana. Meltdown (and Pulverize) make absolutely no sense when you have access to: Kataki, Energy Flux, Ingot Chewer, Grudge, Wear/Tear, Disenchant, etc;
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