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Author Topic: Renewing the Debate about Crucible  (Read 22991 times)
Fishhead
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« Reply #90 on: November 23, 2004, 05:39:13 pm »

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Oh, and PLEASE let's forget about 5/3. That drops creatures, which is inherently fair because they don't affect the game-state and make Trini seem fairer than it really is. I'm talking about Stax. Drop Smokestacks, not Juggies.


This is a good point and an interesting thing to think about.  We agree that 3Sphere is not broken in 5/3 (or 7/10 as well.)  If it's broken, it's a lock deck such as Stax that will break it.  But it's not always broken.

I think we also agree that what we are afraid of is two particular quick starts by Stax, something like 1) Workshop + 3Sphere - Go, 2) Land + Smokestack - Go.   Or 1) Workshop + 3Sphere - Go, 2) Crucible - StripMine - (strip) -Go.  (Which is almost to say that we are afraid of Stax's god-hands.  But we should be afraid of any decks god-hands.)  

Anyway, some thoughts on Stax:  

1) Stax has always been about dropping fast mana, a Smokestack and disruption (Sphere of Resistance/Wasteland).  If you say that 3Sphere has reduced Stax matchups to coinflips I think you have to look at historical Stax decks and admit they have always really really wanted to win the coinflip.  It's part of their nature as lockdown decks.

1a) My point about the win percentage is that if you say "Workshop + 3Sphere wins X%" you are postulating a good start for Stax and you have to compare it to the other traditional good starts like "Workshop+Sphere of Resistance".  So 3Sphere may win X% but if SoR wins X-5% then then we are really arguing about the -5% as a difference, not the X%.  (I hope that made sense. Wink )

2) Once we say Trinisphere (or Crucible) is OK in 5/3 but maybe broken in Stax I think the next step is to look at the results for that particular deck: is Stax is dominating or even becoming popular?  Right now this is not happening, so I don't see enough facts to support the feeling that 3Sphere is a problem.  Stax is good, it can win in the hands of a good player, but it's not Black Summer Necro.

3) Something I mentioned earlier: Which Stax v. X matchups do you side your 3Spheres out?  The fact that there are a few important matchups where the 3Sphere is not good enough game 2&3 shows that even Stax is not totally breaking the card.  No matter how devestating a card can be in certain circumstances, it's hard to argue for restriction when it gets sided out a lot.

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Oh, and if I have to choose, I'd prefer a 1st turn Black Vise to 1st turn Trinisphere against me every single time.


Yeah, but you said it yourself, would you rather face 2 Vises or 2 Trinispheres?  Also, would you ever side out your Vises?  Smemmen probably covered this in his LoA article (in great depth! Wink ), but Black Vise is not a good comparison with Trinisphere.
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« Reply #91 on: December 03, 2004, 06:30:32 am »

Okay.  I will comment on several of these points and hopefully put this to bed for good.  Reread these selections to refresh your memory on the main points, and I'll give my two cents at the bottom.

Quote from: dicemanx
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Most other blue-based control decks have adapted to Crucible, these wont auto-lose to a resolved Crucible, and you still need brains to play these decks so why don't people switch instead of complaining?.


You don't just "adapt" to CoW without weakening yourself in the process (like sacrificing color consistency). This means that you can pursue two avenues - minimization of getting locked by CoW but decreasing the power and scope of the deck, or not changing anything but leaving yourself open to random CoW locks. Furthermore, its not like 4CC has been pushed out of the environment due to non-basic hate; don't simplify the argument by trying to suggest that we have 4CC players spearheading the attack on CoW who refuse to adapt and resort to complaining.

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I think that we should be exceedingly careful about "expanding the bubble" to include cards like CoW. Because unless we have a strong understanding of where the lines are drawn--which I think can only be achieved with a well-defined set of restriction criteria--we are in constant danger of overstepping the bounds and simply restricting any card that is powerful.


I don't think that we are in any danger of "overstepping the bounds" for two reasons. Again I use quotes because this idea of "boundaries" needs to be clarified. As I posted above, even if the DCI errs or is too hasty to restrict a particular card (and they've done just that in the past), it is very likely to not be detrimental to the game itself or the format's "balance". I'm not suggesting that the DCI should open the floodgates and axe everything powerful in sight, or that the restriction of CoW would open up that possibility. But even if it did happen, it would hardly be the end of the world - T1 would still be an exciting, competitive format.

Interestingly enough, we could argue that the Extended format might not have required mass bannings to neuter many of the top level decks. What if we still had many of the powerful cards in the format, such as Goblin Lackey and Recruiter, Oath of Druids, Survival of the Fittest, Metalworker, Grim Monolith, Entomb, Replenish, Skullclamp, Tinker, Hermit Druid, Earthcraft etc. Is it not conceivable that the format would retain some sort of "balance" akin to the type of balance we have in T1, where each deck almost ignores its opponent and races to do its own broken play? Is this an idea of an exciting, competitive format, or would it be deemed as being simply too random and not sufficiently skill-intensive, and hence providing justification for the chain reaction of bannings? It seems to me that this sort of chain reaction of restrictions/bannings could easily occur in T1 - start by axing CoW and Trinisphere and perhaps even Mishra's Workshop, then move on to control and nail the Mana Drains and ban Yawgmoth's Will to retain the balance, but in doing so restrict Dark Ritual, Charbelcher, and Bazaar of Baghdad to ensure that no combo deck can combo off on turn 1-2. I'm not implying that this should be done, but it would be consistent if we wanted to move away from much of the randomness and have more skill intensive battles.


First off, there is absolutely no need to restrict crucible.  It is such a non-broken card it's ridiculous.  You'ld be more justified in restricting brainstorm.  The card by itself does nothing.  It is good at fixing manabases and ruining opposing bases WITH wasteland or strip mine, and it is only a lock with trinisphere.  So you are saying that because of strip mine, trinisphere, workshop, and crucible being a two turn, FOUR card combo, that the lot should get axed?  Nigga please.  Axe ORCHARD/OATH first as it is only 2 cards.  The reason crucible (and trinisphere) are viable is because it costs 3.  Vice got axed because it cost 1 and it didn't matter if you were sligh, keeper, stompy, whatever...you could run 4 vice easily.  How many burn decks or stompy decks do you see with 4 crucibles?
Adapting is not bad for the game AT ALL.  The fact that people have to say "hmm, I'm combo.  Trinisphere beats me," or "hmm, there are wastelands out there, maybe I shouldn't run all non-basics,"  is a GOOD thing.  Ritual is a speed demon for combo, and makes it smash shit fast, but when rituals run into trinisphere or sphere of resistance, they kinda lick balls.  Trinisphere is a nice prison piece, but when your opponent plays his own workshop/crucible/waste, then you just got trinijacked (I claim this term in the name of the White Dragon).  If I drop wastes and my opponent plays a crucible, I just wasted my wasteland.
The point is this...all these cards that everyone bitches about do not need to be restricted.  Granted, some cards like vice need to go due to cost-power ratio.  This is not always the case with all cards though.  Workshop has a drawback of not being able to cast colored spells, so if you want to play a fast trini, realize you just played a non-colored source that will make you cry when it falls to a wasteland.  If you want to go nuts with 8000 black mana in ritual/yawgwill/tendrils, just know a trinisphere may lurk in your oponnents hand.  When you deck build and judge a metagame you don't need to rely on the restriction list to balance the game.  The game is balanced by having cards that hose other cards.  Ancestral is broken...but not under chains, yawg will is broken...but not under trinisphere...get the point?  If you want to fight crucible, play 4 artifact blasts.  C'mon, one red to counter any artifact?  Sometimes you need to use crap to fight broken, that will lose to other crap.  Sometimes you have to accept that you can go broken or get totally hosed.  The hate between cards in the cardpool make the game balanced, not the B/R list.[/quote]
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« Reply #92 on: December 03, 2004, 07:30:14 pm »

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3) Something I mentioned earlier: Which Stax v. X matchups do you side your 3Spheres out? The fact that there are a few important matchups where the 3Sphere is not good enough game 2&3 shows that even Stax is not totally breaking the card. No matter how devestating a card can be in certain circumstances, it's hard to argue for restriction when it gets sided out a lot.


In many matches, 3 Trinispheres gets sided out games 2/3 iff (if and only if), the stax player is going second.  Trinisphere's power comes from early game swing that is unrecoverable.  Going 2nd, Trinisphere is nowhere near as powerful if the opponent just dropped all of their moxes/ already did some mana development or disruption with brainstorm or duress.  Someone said that Belcher was randomness in the format.  First turn Trini followed by stack or crucible, is functionally similar.  Granted it doesn't happen every game, but unlike belcher, it doesn't flat out lose the games that it doesn't win the first turn.
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« Reply #93 on: December 04, 2004, 01:42:45 am »

Quote from: TheWhiteDragon
Okay.  I will comment on several of these points and hopefully put this to bed for good.  Reread these selections to refresh your memory on the main points, and I'll give my two cents at the bottom.

Quote from: dicemanx
Quote
Most other blue-based control decks have adapted to Crucible, these wont auto-lose to a resolved Crucible, and you still need brains to play these decks so why don't people switch instead of complaining?.


You don't just "adapt" to CoW without weakening yourself in the process (like sacrificing color consistency). This means that you can pursue two avenues - minimization of getting locked by CoW but decreasing the power and scope of the deck, or not changing anything but leaving yourself open to random CoW locks. Furthermore, its not like 4CC has been pushed out of the environment due to non-basic hate; don't simplify the argument by trying to suggest that we have 4CC players spearheading the attack on CoW who refuse to adapt and resort to complaining.
.


I think diceman's assumption is just wrong here.  The assumption is that adding colors makes a deck better.  I think in T1 as it stands, with decks like Fish and many many Wastelands out there, that isn't true at all.  Less colors is better becuase basic lands are so strong.  And this isn't just becuase of crucible.  It's becuase of Back to Basics, Sundering Titan, Blood Moon, and Wasteland, among others.  The Wasteland + Null Rod combo of Fish makes each basic a precious commodity.  Certainly adding more colors can add more power, but there was *supposed* to be a cost to adding more colors.  That's the way the game was supposed to be designed.  People weren't supposed to be able to play 3-4 color decks, particularly not that easily.  And there should be a cost to adding more colors.

The fewer colors the stronger the deck in terms of resliency in T1.  Add colors only as needed, pare back to make things stronger.
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dicemanx
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« Reply #94 on: December 04, 2004, 02:38:44 am »

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I think diceman's assumption is just wrong here. The assumption is that adding colors makes a deck better.


Not quite. In the process of adapting you weaken color consistency if you are swapping dual lands for basic lands. I'm not talking about adding colors to make decks stronger. The other way of adapting is to limit the colors that you run, but in doing so there is a severe limit put on the number of deck archetypes available to you.
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