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Author Topic: Type One Primer - Defining Cards  (Read 9648 times)
Matt The Great
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« on: September 12, 2002, 12:22:28 am »

This is section two of my Type One Primer, up for review. I have not included cards such as Lightning Bolt or Disenchant in this list, because this is not a review of every Type One viable cards - only a quick rundown of the hurdles a new player can expect to have to jump. Bolt and Disenchant have a thousand variants, and work essentially the same in all formats, whereas stuff like Duress is much more essential in Type One due to the more powerful spells, and so on.

---------------------------

Format Defining Cards

All Magic formats are defined in a large part by speed, and the same is true of Type One. However, the speed that makes Type One distinctive is not the speed with which a player's threats kill but rather the speed of the answers that slow down that kill. Thus, despite the added acceleration from cards banned elsewhere, games themselves often take MORE turns to complete than some extended or Type Two games.

This is largely due to the power of the cards used - a single card can swing the balance (no pun intended) of the game one way or another. These drastic back-and-forth movements are often the most exciting, challenging aspects of the format, and many players find these characteristic shifts the most appealing aspect of Type One. So, just what are these environment-defining cards? Let's take a look.

Moxen - Absolutely the set of cards that most defines Type One. The raw speed boost of the five Moxen (Jet, Sapphire, Pearl, Ruby, Emerald) are what enables control decks to be fast enough to keep up with aggro decks. They interact well with a number of cards - Balance, Draw-7's (Wheel of Fortune, Windfall, Memory Jar, Timetwister), and so on. The Moxen are the sole reason anyone has ever taken notice of Gorilla Shaman, which is widely played as a cheap way to combat these cards. There are several decks that simply cannot be built without at least three Moxen, and always want to play five, if you can acquire them. Mox Sapphire and Jet are the two highest-valued, Pearl and Emerald the least. There are a number of spells that become exponentially better when coupled with Moxen, these will be noted where appropriate.

Ancestral Recall - no blue deck in Type One cannot be made better by the addition of this card. The best possible spell to include in a deck. Simply adding this to any deck increases its power by an order of magnitude. It cannot be underestimated how important this card is to any control deck - it makes otherwise ungainly cards like Merchant Scroll look positively stupendous. Accept no substitutes, if there is one Power card to own, this is it. A resolved Ancestral is a difficult blow to recover from for any deck.

Mind Twist - this spell spent the better part of a decade on the banned list, only to be granted a reprieve in recent years. Among the most powerful of spells, it is, like many, many cards, fiercest when coupled with Moxen or Black Lotus. Dark Ritual also works well.

Balance - as has been said a thousand times before this, and will be said a thousand times after, Balance is Armageddon, Wrath of God, and Mind Twist all in one. Most commonly this spell is played for its Wrath effect against aggro decks, but it also is important in control matchups as a way of negating card advantage. Also can kill a Morphling.

Yawgmoth's Will - the black Balance, this card has garnered the nickname "Yawgmoth's Win" for its ability to completely end games. It is most often used after a long war of attrition between both player's resources, when resolving Will lets you completely regain your strength, replaying any Moxen that were detroyed, possibly getting a land, and re-using Ancestral Recall, Time Walk, and other goodies, using Black Lotus to power the whole thing. The Will's true power is that it lets a player effectively double all his restricted goodies for only 2B. Also working well in mono-black decks, where Dark Rituals are absolutely sick, Yawgmoth's Will loses a great deal of its power when no mana acceleration or Power cards are present, though it is still a strong choice (it will just require a good deal more mana).

The Abyss - this, along with its Legends counterpart Moat, are the bane of nearly all creature-based strategies in Type One. The Abyss is the primary line of defense for many control decks, as it will not kill Morphling, because the effect targets.

Moat - the other fabulous creature-hosing enchantment from Legends. Moat actually puts a greater stop to creature-based assault than The Abyss, but is less often played because it is difficult to acquire the two white mana needed to cast it. Also, an opponent can simply play out a horde of creatures and then destroy the Moat, allowing a screaming horde of vicious killers swarm in. These two enchantments combine to form one of the primary reasons why aggressive strategies MUST be as fast as possible, or contain significant disruptive capabilities to be successful in Type One. These enchantments are examples of cards of such raw power that they must not be allowed on the board.

Duress/Hymn To Tourach/Sinkhole/Wasteland/Strip Mine/Null Rod - speaking of disruptive capabilities! These cards present the tour de force of disruption in Type One. The black spells are all cheap and brutaly efficient, horribly and effectively ripping an opposing strategy to shreds, and virtually every deck runs 3-5 of the land-killing lands. Null Rod is yet another common anti-Mox ploy, with the side benefit of shutting down Powder Keg, Cursed Scroll, Masticore, Illusionary Mask, and Scroll Rack, all of which see significant play.

Force of Will - The other means by which to halt an opponent's plans for domination is to outright counter the offending spell in the first place. Force of Will has been a staple of control decks everywhere since it first hit the scene in Alliances, and was on the Extended format's watchlist for much of its tenure there (it will be be rotating in November). Though it is card-disadvantagous, being able to counter any spell for zero mana is of such tremendous value that the is the most sought-after counterspell in deck construction. Force of Will has long been a spell used not only to protect against nasty opposing spells but also to literally force down a powerful permanent with which to win the game (extended saw a rash of decks which used Force of Will to get into play Morphling, Survival of the Fittest, Necropotence, or Illusions of Grandeur). Force of Will is also one of the only measures a lot of decks have against a first-turn Dark Ritual followed by Phyrexian Negator, Hypnotic Specter, or Hymn to Tourach in black, and it always nice to be able to stop an Ancestral Recall before you even get a turn.

Misdirection - ...but what is even better is taking that Ancestral for yourself! Misdirection never enjoyed immense popularity in Type Two or Extended, but in Type One it's pure gold due to the presence of more powefrul targeted effects. Look at the first two spells on this list - I do not know, and never want to find out whether it is worse to have your own Ancestral Recall misdirected, or your own Mind Twist. Misdirection is also blue's best defense against Sinkhole (gasp!) and Hymn to Tourach (horror!). Misdirection can also be used as Force of Wills in counterwars by changing the opponent's spell to target the Misdirection.

Mana Drain - One of the most definitive spells of Type One (and 1.5). Mana Drain is the final nail in the coffin of so-called "midrange" decks that use larger aggressive creatures, such as the Fires of Yavimaya decks that were all the rage in the Mercadian Masques/Invasion Type Two. Watching an opponent Drain your spell into a two-mana Morphling is a horrible thing to behold, and only the beginning of the limitless ways to spend free mana (Mind Twist for B is also especially brutal).

Demonic Tutor/Mystical Tutor - These two spells are the best Tutors ever printed. They are used to fetch situationally useful cards (many of which appear on this list), or just whatever is most needed at the time. Besides appearing to "un-restrict" several restricted cards, these tutors give decks using them the flexibility to easily find whatever, whenever. In other formats you can pretty much rely on your opponent to not topdeck the one card that would save him, but these cards make that certainty much less reliable.

Library of Alexandria - This land is one of the primary reasons that most decks run a Strip Mine and 3-4 Wastelands. Allowing this massively powerful, free drawing tool to go unchecked is tantamount to conceding the game. Combines well with the "Draw-7s," Wheel of Fortune and Timetwister.

The Dual Lands - As of November, 2002, Type One (and its smaller, weaker brother, 1.5) will be the last format in which these classic mana producers will be legal to play. Providing a key service to anyone who wants to play more than one color at a time, these lands originally were nearly strictly superior to basic lands. With time, however, there have been many nonbasic-punishing cards printed that give players a real reason to want at least a few basic lands in their decks. Their status as lands of their member types, originally intended to be a drawback, has turned out to be one of their strengths - they are fetchable with Tithe and Land Grant, and can be returned to hand with Gush, and so forth.

Mishra's Workshop - Since its unrestriction, this land has recently shown up to power a new-school horde of artifact-based decks, usually to bring a Juggernaut or Su-Chi into play on the first turn, hoping to ride that speed boost to victory. Previously, large creatures were something one did not really have to contend with in Type One, but even at the highest levels of competition that is changing due to this card.

Stroke of Genius/Braingeyser/Fact or Fiction - These three spells are the control player's way of refilling their hand after a series of tradeoffs. All three have been restricted in Type One while largely untouched elsewhere due to the sheer power level of the cards drawn. To use a modern example, a Type Two Fact or Fiction might turn up Repulse, land, land, Counterspell, and Circular Logic. A Type One Fact or Fiction too often turns up Black Lotus, Demonic Tutor, Regrowth, Mana Drain, Underground Sea. It is also worth noting that Braingeyser and Stroke of Genius are commonly used as the kill cards of several combo decks that aim to generate large amounts of mana.

Powder Keg - With all the talk of the ways a control deck has to put the hurt on slower aggressive decks, traditional decks like Stompy and Sligh have been forced into playing only the very cheapest, fastest creatures - and these are invariably all of the same casting cost, making Powder Keg the creature sweeper of choice. Kegging for one also clears out Cursed Scroll in Sligh. Powder Kegs are also effective, though less so, against black creatures. Kegs can also be used to clear out all the Moxen from a table, though this is not as good as using a Null Rod because you still allow the opponent a single use out of their precious Jewelry.

Back To Basics/Blood Moon - there are several dangerous decktypes that rely extensively on nonbasic land, and these two enchantments punish those decks like no other card. There's not a lot to say here except that Dwarven Miner also works very hard at killing nonbasic lands. Mana denial, as a theme, is a strong way to deny your opponent the opportunity to work his tricks.

Timetwister/Wheel of Fortune - the classic "Draw 7's". These spells are an excellent way to refill your hand after a war of attrition, or to recover from savage discard. These spells are not often played in control decks, however, as your opponent is likely to have fewer cards than you (thus benefitting more) and handing seven new cards to a Sligh or mono-blue deck is often going to get you killed.

Morphling - The kill method of choice for control decks. Morphling is the uncontested best creature in all of Magic. The ways to actually remove the wiley shapeshifter are few and far between (chief among them is Diabolic Edict). However, it is a common mistake of a new player to obsess over the card that actually killed him - Morphling - and to conclude that if he can kill Morphling, he can win the game. This is far from the truth. It is almost always better and easier to stop the Morphling from ever entering play via disruption, or by killing the opponent before he can muster the five mana (six, really - one does not cast a Morphling without a blue mana open except in the most dire of situations) necessary. It is wonderful to note that a Morphling can still function at full capacity under a simultaneous Moat, Abyss, Gravity Sphere, Meekstone, and Tangle Wire.

Phyrexian Negator/Hypnotic Specter - the tag team pair of Specter and Negator are a control deck's worst nightmare. Often coming out on turn one thanks to Dark Ritual, Negator demands an answer within four turns, while Specter ravages hands in an almost unethical way. I will quote Edward Paltzik's Suicide Black Primer (2002): "The oldest black menace, Hypnotic Specter remains outstanding even today. It is still a legitimate threat against control decks, while being anywhere from good to excellent against most everything else...Against any blue-based control deck, any combo deck, or any slow mid-range deck, Phyrexian Negator is great.  Dark Ritual + Phyrexian Negator on the first turn will put your opponent on a frantic four-turn clock that will seem that much faster as you peel apart their hand and remove their mana sources."

* * *

Certain cards such as Lightning Bolt, Dark Ritual, and others were not included on this list despite their being widely-played, because they do not function very differently from the way they are played in other formats. Every format has a red direct damage spell, and anyone who's ever seen a Dark Ritual played knows exactly what its power is. This list is better thought of as a list of the most powerful cards in the format and the cards that oppose such game-altering effects. As a final word, not every restricted card belongs in a deck of the appropriate color - as powerful as many of these cards are, by and large they do not change the fundamental rules of deck construction. So before you go tossing Timetwister into your mono-blue deck, you still need to make sure it's the right card for the job.\n\n

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dandan
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« Reply #1 on: September 12, 2002, 01:21:38 am »

I'd change

These enchantments are examples of cards of such raw power that they must not be allowed to enter play.

to

These enchantments are examples of cards of such raw power that they must not be allowed to enter or stay in play.

(the decks that are badly affected by Moat and the Abyss usually remove them from play rather than countering them, although as you point out racing them is also an option)

and also change

It is wonderful to note that a Morphling can still function at full capacity under a simultaneous Moat, Abyss, Gravity Sphere, Meekstone, and Tangle Wire.

to

It is wonderful to note that a Morphling can still function under a simultaneous Moat, Abyss, Gravity Sphere, Meekstone, and Tangle Wire.

(as you have to use mana to untap it, it is not working at full capacity)

I'd also add a bit on tutors as a key part of Type I is that a good control or combo deck can find its silver bullets / combo pieces much better than in Type II. This is very important for aggro players to know and for deckbuilders to use/abuse.

Finally I'd add something about Library of Alexandria as it is an 'I win' card and one of the main reasons you usually need 3-5 strips.
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Fastbond
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« Reply #2 on: September 12, 2002, 08:25:20 am »

Quote
Quote Ancestral Recall - no blue deck in Type One cannot be made better by the addition of this card. The best spell ever printed. Simply adding this to any deck increases its power by an order of magnitude. It cannot be underestimated how important this card is to any control deck - it makes otherwise ungainly cards like Merchant Scroll look positively stupendous. Accept no substitutes, if there is one Power card to own, this is it. A resolved Ancestral is a difficult blow to recover from for any deck.

Contract from Below is a better card than Ancestral call.  It's not legal sure but it makes the statement that it's the best card ever printed incorrect.
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Puschkin
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« Reply #3 on: September 12, 2002, 11:31:31 am »

Nice rundown, I enjoyed reading the decriptions! I think , a newbie would be itching to lay hands on some of these and build a deck!

Suggestions:
LoA, Demonic T, Sol Ring, Regrowth are definately missing, mayve include also Mishraīs Workshop which sees play more  and more. Next is this right that you left out FoF? Also this may look stupid but shouldnīt one mention duallands?

Quote
Quote The Abyss is the primary line of defense for many control decks, as it will not kill Morphling, because the effect targets.
This sounds contradictionary since Abyss canīt remove opposing Morphlings. Add the explanation that the control player can use Morphling on itīs own while hiding behind Abyss.

You missed Powder Keg as an important card that Null Rod hits.

I donīt know right now if "Cards which shouldnīt be used" like Megrim, Arcane Denial and such will be covered in another part, so, if not, mabe expand this list.

Again, good work, arenīt your fingers bleeding already?
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Morphling
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« Reply #4 on: September 12, 2002, 12:00:25 pm »

Another nitpick, but I've always hated the term "Moxen" It just sounds silly to me. I prefer "Moxes." Oh, well.
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Rodosti
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« Reply #5 on: September 12, 2002, 12:53:46 pm »

Dark Ritual - Great boost to black decks.

Regrowth - Turns a card on your hand to the best card in your grave
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MolotDET
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« Reply #6 on: September 12, 2002, 06:09:54 pm »

Quote
Quote no blue deck in Type One cannot be made better by the addition of this card.

This sentance gives me the willies.  You could use a few commas in it, but it would better be changed to.

Every blue based deck in Type one, can be made better by including this card.

     The thing is, if I was just getting into Type1, the original sentance would give me the impression the Ancestral makes only Blue decks better.  Also, "the addition of this card" might make them think you should just add this card to a 60 card deck without thinking about it.

     You might want to add to Mana Drain.  Saying with that this is the card that makes aggro decks play low cc threats.  I know you did say that sort of but you might want to state it matter of factly, so that it is well understood.

     No spot removal spells for creature were listed, like Plow or Edict, though Edict was mentioned.

     Lands like: Duals. Loa and Academy.  (esspecially Academy since an entire deck is based around it.

     Stroke of Genius:  Since it is ran as a secondary kill in some decks, and the main kill in quite a few.

     Also I noticed Black Lotus was omitted from the list.  Was this on purpose?
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jdl
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« Reply #7 on: September 12, 2002, 06:40:21 pm »

Quote
Quote Every blue based deck in Type one, can be made better by including this card.

I understand what you're saying about the original phrase being poorly worded.  However, you're seperating your noun and verb with a comma, which is pretty horrible.
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MolotDET
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« Reply #8 on: September 12, 2002, 06:51:48 pm »

Quote
Quote Every blue based deck in Type one

     This is a noun phrase, so the comma may be added.  Also the comma acts as a caesura, so that the stress is on "CAN," since this is the point of the sentance.

     Though now that I think about it, some decks that splash blue run Ancestral to great advantage.
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Matt The Great
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« Reply #9 on: September 12, 2002, 08:07:17 pm »

Thank you all for your replies, there is much to amend.

@Yamo: Richard Garfield says Moxen, so Moxen it is.  

@MolotDet: I don't see what's wrong with my sentence. And really, Ancestral Recall won't make, say, a Stompy or Suicide deck better, so the impression you gave isn't entirely untrue. Ancestral really only goes into decks that either are already blue, or decks that already have four blue sources or so (Enchantress has 4 Cities, 1 Sapphire, and Lotus  suppose).

Cards I honestly forgot: Tutors, duals, LoA, Stroke/Geyser/FoF. All three draw spells serve similar purposes, so will all be lumped together.

Academy I won't be including because of its very singular nature - either the entire deck is built to exploit it, or it's just a strong mana producer (Underworld Dreams).

Regrowth I won't be including because it's just a generally good card, and only as strong as what you've drawn already. In this respect it is much like the Clone of the restricted list. Remember, this is not to be a list of every good card, only the ones that most impact the format. Type One would not be extremely different without Regrowth or Sol Ring. The same can't be said about Demonic Tutor or the Moxen.

Dark Ritual is a card I feel players don't need lecturing about. Similarly, Lightning Bolt and Black Lotus.

I didn't list spot removal because all the viable choices are really not dissimilar. A new player might be surprised at the color of the removal (white?) but not at the idea of a one-for-one creaturekill card.

@ Puschkin: As I said in my preamble to section one of this primer, there will be a specific section for cards NOT to use in section four. I do need to add Workshop, and revise the Abyss and Null Rod sections.

As for Morphling, I stand by my "full capacity" descriptor because it does not lose any of its abilities, and it does not become progressivly harder to maintain its functions (as it would if I had included Smokestack, which Psyduck used once in a list of things Morphling could live with).

Contract From Below: Ok, yes, Contract is a better card than Ancestral. I changed the wording to: "The best possible spell to include in a deck."\n\n

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Aahz
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« Reply #10 on: September 12, 2002, 08:09:41 pm »

Um...is it just me or does your list of format defining cards seem more like a run down of the cards in a Keeper vs Suicide match (with a couple exceptions)?  I think that you should try to include a bit more variety since not everyone plays those two decks. Particularly things like the Dual lands, since they are more or less unique to T1 as a format with the upcoming extended roation and are essential for numerous different types of decks.

I also disagree about the exclusion of Lightning Bolt, though not about Disenchant. What you should explain is why Lightning Bolt is distinct from Shock(for example) and how that 1 extra damage can make all the difference. This also serves as a reference point for beginners for how T1 compares to whatever other format they've been playing in terms of general power level of cards. That's part of the draw to play T1, right? Uberpowerful cards. Let new players know that not everything is totally different, just a bit faster and more powerful.  Besides, format defining cards are the ones that get played alot because they're just that good, like Lightning Bolt. If you play T1 anywhere (ie. in nearly every metagame) you're bound to see it being played.

Well, that's it for now. Keep up the good work.
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Matt The Great
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« Reply #11 on: September 12, 2002, 08:20:18 pm »

Lightning Bolt, despite being the best burn ever printed, isn't very different from, say, Shock. They way Shock and Firebolt play in Type Two, Lightning Bolt plays in Type One. Contrast that with the Type Two's Fact or Fiction and Mutilate with Ancestral Recall or The Abyss.

And it's quite natural that the list looks like a Keeper deck - the deck is built around abusing the most powerful cards! As for Suicide Black, disruption stops those powerful cards, and Suicide happens to pack the most disruption, so that explains that.
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Matt The Great
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« Reply #12 on: September 12, 2002, 09:53:48 pm »

Fixed: a few spacing errors from Legend's primer.

Fixed: added "their" to the last sentence of the Null Rod discussion.

Fixed: the moat/abyss section now reads "These enchantments are examples of cards of such raw power that they must not be allowed on the board."

Fixed: Null Rod shuts down Keg.

Clarified: "[Ancestral Recall is] The best possible spell to include in a deck."

Added: sections for LoA, duals, Workshop, and blue draw spells.\n\n

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Puschkin
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« Reply #13 on: September 13, 2002, 09:25:12 am »

Some things about the new additions:

Typo in Workshop: "birng" instead of "bring"
also maybe add the fact that it wasnīt played beforehand because it was restricted (like it is, one wonders why riding big artifact creatures to victory is viable only recently)

Tutors: I would emphasize that they give more excess to restricted cards, which somehow breaks the purpose of restricting them and I would also mention that tutors allow to play large amounts of non-restricted one-ofs ("silver bullet strategy").

Duals: Basically you said everything one should know but for my taste the included "history" part de-emphasizes what duals are all about: making decks with two or more colours possible and damn consistent! You mentioned it but it may go under. I mean, this is so essential, just remember how long it takes an average player that is new to the game or new to Type I how imporatant duals are! Remember all the guys (most likely including yourself) who didnīt comprehend their value at first and traded them away only to hunt after them years later, trading an arm and leg for them! Right now an unexperienced player might think "okay, seems that they are nice to have but the hosers make them so-so" while in reality itīs more like Moxes-Mox Monkeys, the hoser only emphasizes the importance of his target.

While talking about duals, shouldnīt one mention City of Brass? Could be stuffed together with the duals I guess.
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kl0wn
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« Reply #14 on: September 13, 2002, 11:25:13 am »

Matt, you should include your explanations that you have posted outside of the primer on why certain cards are/are not included in it. They are very enlightening and really fit.

For example: a lot of people would benefit from knowing why Regrowth is good in some decks and not in others before they just throw it into any deck that has green because it is on the restricted list.
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Matt The Great
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« Reply #15 on: September 13, 2002, 01:52:47 pm »

Puschkin, kl0wn, you both make very valid points. I kind of just spat out the newer sections without much thought, as I had some homework pending. I'll fix it up when I get home.
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verlorene
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« Reply #16 on: September 13, 2002, 02:43:39 pm »

Quote from: Matt The Great+Sep. 12 2002,20:07
Quote (Matt The Great @ Sep. 12 2002,20:07)Dark Ritual is a card I feel players don't need lecturing about. Similarly, Lightning Bolt and Black Lotus.
I disagree. If a player is new to Magic (they have started around or after 7th edition) and they only play Type 2 there is a possibility they will not know of or have ever seen these cards. Chances are they will have never seen mana acceleration that produces more than its casting cost.

If you feel the need to discuss "Duress/Hymn To Tourach/Sinkhole/Wasteland/Strip Mine/Null Rod" (the entire contents of a budget competive black deck) why leave out a section on Lightning Bolt/Price of Progress/Cursed Scroll/etc..
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bebe
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« Reply #17 on: September 13, 2002, 04:15:20 pm »

And really you could add Fastbond/Zuran orb and Tolarian Academy as both are essential Type 1 cards in certain decks and used in many others.
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Matt The Great
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« Reply #18 on: September 13, 2002, 05:59:12 pm »

It's like everyone either reads "there will be a seperate section for cards not to play," or "this is not intended for a player brand new to Magic" but no one reads BOTH of my statements. If you need to be told why Dark Ritual and Lightning Bolt are good, or just how good they are, this is not the document for you.

While I'm at it I'll once again reiterate that this is not a list of every playable/played card in Type One, not even is it a list of every good card. There are several combo decks with viable engines, and I'm not about to list them all. Fastbond does not drive the format. Nor does Lightning Bolt or Cursed Scroll. MAYBE Price of Progress, but I have my doubts.

Finally, after talking about the most powerful, game-swinging cards, it only makes sense to talk about the disruptive cards that neutralize those powerful cards. That they happen to be the bulk of a black deck is coincidence. Red doesn't disrupt, nor does green or white. Blue has counters and black has discard, and that is why those are the two best colors in Type One.\n\n

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Matt The Great
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« Reply #19 on: September 13, 2002, 09:14:13 pm »

Fixed: "birng" typo

Revised: Tutors - "Besides appearing to "un-restrict" several restricted cards,..."

Revised: Added "Since its unrestriction..." to Workshop

Revised: duals lands - "With time, however, there have been many nonbasic-punishing cards printed that give players a real reason to want at least a few basic lands in their decks."

I think this emphasizes that if it weren't for these cards we'd all be playing duals. Again, if a player is so new to the game that he/she doesn't know about mana consistency, their time would be better spent reading the old Schools of Magic.

Added: kl0wn-inspired paragraph at the end.\n\n

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spin13
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« Reply #20 on: September 14, 2002, 03:20:14 am »

Though I'll admit I have not read all the replies to this thread, I have to agree with the person/people who said "Doesn't this look more like a list of Keeper vs Suicide cards."  While its not exactly this after some of the changes, I think it would be more important to go through the theory of deck-building based on these cards, rather than the actual effect of each card.

Its one thing to say The Abyss and Balance the primary creature control weapon of control decks, its another to discuss the squeeze aggro decks face between the threat of each of these cards.  Same applies for the Mana Drain-Powder Keg effect.

For example, I'd write these concepts something like this:

"Balance: Many control decks use this card as a Wrath of God against aggressive strategies.  Why it sees play over Wrath is because of its cheaper and more multi-color friendly effect, as well as its ability to lessen an opponent's advantage in multiple resource catagories.  It is cards like Balance that force aggressive decks to either vary threat type to prevent over-extension, or build with over-extension and recovery in mind.

The Abyss:  This single enchantment often provides the permanent answer to creatures that many other formats lack.  While it is one thing to have all your creatures killed through Sorcery and Instant effects, it is another to see The Abyss dropped after the same is done.  Being a control staple, aggressive decks are forced to play multiple threats to counteract the effects of The Abyss.  

The common play of both Balance and The Abyss, often in the same deck, creates certain obstacles.  Essentially, the answer to one is the incorrect play to another.  Overextending to race The Abyss allows cards like Balance to see a much more disastrous effect, while playing around Balance will allow The Abyss to do its job much more single-handedly."

Its important to show how an effect like The Abyss is not really present in other formats, and what that changes in the common theory (in this case the contradictions of over and under-extension based on the presence of permanent critter removal).  Its simply not enough to say "Abyss kills critters that can be targetted, and lots of decks play it."  That probably wont help a new comer in learning the aggro vs control theory of Type 1; he might very well assume it works in a fashion similar to the standard spot removal in other formats, where you play critters and they get killed, but the next creature is still good.

The main theories would be: Free spells, Mana Drain (as well as the Drain-Keg effect), Abyss/Moat (and Balance-Abyss effect), Tutors, multi-lands, acceleration, card advantage (focusing on the breaking of symmetrical effects of card advantage cards (includes Balance, draw-7s, etc), simply because raw card advantage exists in other formats).

 -Eric
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Max, the Mana Drainer
Guest
« Reply #21 on: September 14, 2002, 05:59:24 am »

Great job! Thanks for it, Matt.  


Max, the Mana Drainer
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Matt The Great
Guest
« Reply #22 on: September 14, 2002, 02:50:19 pm »

Spin, I will definitely include that kind of type one theory in the primer somewhere, but not here. Look for it in a later section, probably when I discuss Keeper for the abyss/balance thing, and drain/keg under monoblue. Another alternative is to make a whole section just for theory, and that's not something I'm opposed to.
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dandan
Guest
« Reply #23 on: September 16, 2002, 03:11:16 pm »

I think the list does what it sets out to do - it explains the pitfalls a non-Type I player faces when they start playing Type I, the cards that can turn games on their head.

How to deal with these pitfalls is a separate and very complicated issue. (Anyone got the answer to aggros squeeze between Kegs and Mana Drain yet?[answers that don't include 4 Workshops would be much appreciated])
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drkavngr
Guest
« Reply #24 on: September 24, 2002, 11:22:33 pm »

Matt,

  I am thinking of a card that redefined an entire summer of type 1.  At first when this came out no one payed attention to it, as it was a sleeper card, until some one figured out that paying a life to draw a card at the end of a turn wasn't so bad.  Did you forget the black summer or did you miss the fun?
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j_orlove
Guest
« Reply #25 on: September 24, 2002, 11:49:12 pm »

uh, necro got restricted. he's talking about cards with an impact on the *current* T1 environment.


Incidentally, Matt also posted this huge list of articles, one of which explained how some people realized necro was good back when it was released, but didn't play it because vise was unrestricted and people had access to a lot of burn. When vise and chain lightning left, people started playing necro, and then the masses caught on. It wasn't like the card was suddenly "discovered" 6 months after it was first released.
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Matt The Great
Guest
« Reply #26 on: September 25, 2002, 12:45:42 am »

I don't remember doing that.
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drkavngr
Guest
« Reply #27 on: September 25, 2002, 05:52:18 pm »

I contest that it is not *still* a defining card in T-1 today.
If you look at any black deck in T-1 play today you will still find this card, just because its restricted does not mean that it is still not broken or not defining it T-1 play....
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BigChuck
Guest
« Reply #28 on: September 25, 2002, 06:24:27 pm »

Necro isn't still broken? Have you ever resolved a necro?








That's what I thought. A card that powerful is definitely defining. It was so defining they restricted it. Sure, maybe balance is moreso, but that doesn't make necro any less on hte power scale .
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j_orlove
Guest
« Reply #29 on: September 25, 2002, 07:10:10 pm »

I'm not saying it isn't broken, it just doesn't have a huge impact on T1 anymore.

Quote
Quote If you look at any black deck in T-1 play today you will still find this card, just because its restricted does not mean that it is still not broken or not defining it T-1 play....

Suicide with fleshreavers? Pox? I didn't think so.

Necro is good, but since you can't build decks around it, it can't define the environment.




Quote
Quote It was so defining they restricted it.

Hmmm...the same thing happened to black vise. Oh wait, it doesn't define T1 either.


As to the balance comparison, balance has tutors to get it. Control can play with 5 pseudo-balances (counting scroll for mystical), and enough draw effects to see at least one if nnesessary.

Black can play with DT, but vamp and consult aren't so hot with your lone necro. The odds of drawing it are so low, and mono-black is so not dominant the way it was with necro, that the card *cannot* be said to define modern T1.
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