Maidens of the Kaleidoscope

~Beyond the Border~ => Akyu's Arcade => Topic started by: Tamer Anode/Cathode on September 10, 2015, 06:31:35 PM

Title: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 10, 2015, 06:31:35 PM
I figured we could use a thread for card games. MTG, YGO, Pokemon TCG, Vanguard, if there's a significant playerbase here it would be nice to get some discussion going.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Widermelonz on September 10, 2015, 07:30:09 PM
Currently playing WeebWeiss Schwarz, just made a new deck (RIP wallet). In terms of preference I like WS > MTG > YGO. I quit YGO forever ages ago, couldn't stand its expensive cards and dumb metagame. Didn't get into Vanguard or Pokemon that much so I can't really judge.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Spotty Len on September 10, 2015, 07:59:51 PM
We play a ton of Vanguard at our association, though when I say "we", I mean I just help organizing the tournaments because I'm more of a WS guy. I have a Railgun deck, and I am still sad Melty Blood is bottom tier.

I'm a big fan of Yu-gi-oh, though I don't play that much IRL. I wanted to make a Madolche/Ghostrick hybrid deck out of my Ghostrick deck, but the price of certains cards I want is ridiculous (Yuki Usagi, to name it), so I settled for a Quasar Synchron Deck, being a big fan of Synchros.
Maybe I'll try to make an Aromage deck once they're more supported, I like cute archetypes, like Naturia or Majespecter. :derp:
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Mеа on September 10, 2015, 08:05:30 PM
I have a couple friends here who play Magic, but personally I don't like it too much. Too slow, and half your deck is filler, you can get tanked so easily either waiting for mana cards or drawing nothing but mana cards.
I have one friend who plays Vanguard, but that's it, so I don't really find it worth it to play that either. The game kind of eludes me to be honest, it's a bit hard to understand. He also plays Yugioh, but again he's the only one I know of. We like to make fun of how stupid the game is becoming. It's sooo fast. I do half wish I had more card playing buddies like in high school, but it is a somewhat expensive hobby.
Art style wise, I think the full-card illustrations for Vanguard is really cool, but seems too anime-y. I like the Yugioh style better, it's anime-ish, but not weeaboo levels of it.
I stopped Yugioh a bit before XYZ was a thing. I had cyber dragons and a fortune lady deck. Both anime inspired really, they both sucked. Watching Arc-V though.
Those are the only three I know of unfortunately :/
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 10, 2015, 08:27:57 PM
I play Magic extensively (though casually). I also sort of play Weiss Scwarz and VS. System, although those are distant second and third place.

Now that we're on this topic, has anyone else picked up the new Vs. System reboot? For those who won't know, Vs. System was a superhero card game published by Upper Deck between 2004 and 2009. It played similarly to the arguably better-known World Of Warcraft CCG, and it was (mostly) great.

A few weeks ago Upper Deck released the first wave of their reboot of the brand after threatening to bring it back for years. It's published as an LCG now, the game is significantly different, and frankly it kind of blows. The card pool is tiny, the ruleset is so harshly simplified that it seriously harms gameplay, and there are virtually no utility effects in the game which makes it extremely topdeck-centric. I sort of hate it, but has anyone else played it? Am I not giving it enough of a chance?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Dahel on September 11, 2015, 01:54:54 PM
I'm a big fan of yu-gi-oh! on simulators, with a few decks IRL. My current deck is a Prediction Princess mill deck, because I love how tarotray can abuse flip effects, especially the MVP of the deck : Needle Worm. (http://yugioh.wikia.com/wiki/Needle_Worm)

I'm not a big IRL player though, I mostly plays on YGOPro-percy unranked, I like fighting varied and uncommon decks more than meta decks.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Mеа on September 12, 2015, 02:26:00 AM
I'm a big fan of yu-gi-oh! on simulators, with a few decks IRL. My current deck is a Prediction Princess mill deck, because I love how tarotray can abuse flip effects, especially the MVP of the deck : Needle Worm. (http://yugioh.wikia.com/wiki/Needle_Worm)
That's just pure evil.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Jq1790 on September 12, 2015, 02:58:10 AM
That's just pure evil.
You wouldn't want to fight one of my friends who had literally over a hundred working-to-various degrees decks.

One of them was a mill deck, and Needle Worm was much, much worse in his hands.

>has a couple, let's say 2, Needle Worms facedown
>flips em up, -10 cards right there.
>plays Book of Eclipse (http://yugioh.wikia.com/wiki/Book_of_Eclipse)

Let's not get into how he also commonly had Gravekeeper's Servant (http://yugioh.wikia.com/wiki/Gravekeeper's_Servant) on the field.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Widermelonz on September 12, 2015, 07:16:30 AM
One time, I played against my roommate and he pulled out Cactus Fighter (http://yugioh.wikia.com/wiki/Cactus_Fighter) with All Out Attacks (http://yugioh.wikia.com/wiki/All-Out_Attacks_OTK). Annoying, but funny.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Dahel on September 12, 2015, 07:39:15 AM
4 words : Jam Breeding Machine (http://yugioh.wikia.com/wiki/Jam_Breeding_Machine) Beatdown
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Spotty Len on September 12, 2015, 08:25:22 AM
You wouldn't want to fight one of my friends who had literally over a hundred working-to-various degrees decks.

One of them was a mill deck, and Needle Worm was much, much worse in his hands.

>has a couple, let's say 2, Needle Worms facedown
>flips em up, -10 cards right there.
>plays Book of Eclipse (http://yugioh.wikia.com/wiki/Book_of_Eclipse)

Let's not get into how he also commonly had Gravekeeper's Servant (http://yugioh.wikia.com/wiki/Gravekeeper's_Servant) on the field.
Hello. (http://yugioh.wikia.com/wiki/Prediction_Princess_Tarotrei)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Mеа on September 12, 2015, 09:07:04 AM
Oh hey I just realized your avatar's a Yugioh reference  :V :V :V

How do other card games measure up in terms of versatility with OTK decks, or is this more of Yugioh's silliness?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Jq1790 on September 12, 2015, 12:45:20 PM
Hello. (http://yugioh.wikia.com/wiki/Prediction_Princess_Tarotrei)
Ah, we had stopped well before those came into being.  I believe we stopped playing together before XYZ even, or only a little after they came out.  I imagine the game has gotten absolutely riduculous by now.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 12, 2015, 03:11:03 PM
How do other card games measure up in terms of versatility with OTK decks, or is this more of Yugioh's silliness?
One-turn kills seem to be specifically YGO's thing; Pokemon needs a few turns for a round to get underway, and MtG is currently balanced to try and prevent wins before turn 3-4. Don't know how it works in Vanguard or WeissSchwarz.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Bio on September 12, 2015, 03:15:54 PM
Pokemon needs a few turns for a round to get underway
Except Big Fan Shiftry.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Spotty Len on September 12, 2015, 05:48:37 PM
Don't know how it works in Vanguard or WeissSchwarz.
It never happens, it's just not possible to do enough damage on the first turns, and there are ways to prevent it anyway.

Ah, we had stopped well before those came into being.  I believe we stopped playing together before XYZ even, or only a little after they came out.  I imagine the game has gotten absolutely riduculous by now.
Basically, everything is broken, and some things are more broken than others.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on September 12, 2015, 06:33:50 PM
Weiss Schwarz games tend to last long enough for you to cycle through every card in your deck. Twice. Although sometimes bad luck will spell an early end.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 16, 2015, 11:12:11 PM
Roommate and I just semi-accidentally bought an entire box of the new Weiss Schwarz Madoka set between the two of us. I had some store credit so I bought a couple packs, then he bought a couple to trade me for something I pulled, then I bought a couple more, and we went through the whole box. Nothing spectacular, but we got a handful of RRs and an SR. The production quality is consistent with most other sets, as opposed to the first Madoka set which was stingy with (or possibly completely devoid of?) foils. And wow, packs are SO EXPENSIVE at stores. If I hadn't paid for all of mine with credit I couldn't have justified buying them, even though I like the store and don't usually mind paying a premium to support them.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on September 17, 2015, 12:23:45 AM
Weiss Schwarz you don't buy packs, you buy  by the boxes :V
Especially since you need 4 boxes just for a complete set of climaxes and most common
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 17, 2015, 12:46:14 AM
Yeah, I think these were the first packs either of us ever bought that weren't from sealed boxes. And even those were mostly token purchases, I bought a lot of singles because most cards go for like ten cents.

Actually, now that I think about it, I don't think I've spent a penny on this game to date. I'm pretty sure every card I've ever bought was paid for with another card. 
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 27, 2015, 03:56:31 AM
Did a sealed prerelease tournament for the new MtG set today, and I really like what's in it so far. Lots of interesting cards and plenty of fun ways to put them together, looking forward to seeing how this stuff interacts with the larger metagame once it's out in full.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: pasu on September 27, 2015, 02:00:38 PM
D-does anyone play Fire Emblem Cipher here?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 27, 2015, 05:24:54 PM
I played in a Magic: Battle For Zendikar sealed yesterday and it was... Crazyballs. I don't really care about this set, I just want a few copies of each Blighted land and a few copies of Greenwarden Of Murasa, but my roommate likes it a lot and had to work, so he paid for me to play.

Right out of the box I opened the prerelease Ulamog. So that alone was basically his money back. First pack, pulled an expedition (Blood Crypt). Next couple packs pulled some junk rares and two multilands, then last pack I pulled a second expedition (Breeding Pool). I genuinely did not know that was possible. Out of 18 players those were the only expeditions pulled, and I got both.

I did okay in the event. Placed just above half, got two more packs containing a third multiland. I made a kind of dumb blue/green mana ramp deck to try to play with the Ulamog I opened, but it only worked once for the whole event in a game I was winning anyway. Should have played blue/black, but I don't care, my pulls were incredible so if I had done much better it would have just been mean. Too bad I don't get to sell the cards myself, but I know roommate is buying a PS4 with the money from them, so that means I don't have to buy it when Persona 5 comes out.

As for the actual set itself, I don't understand it at all. Much of the metagame seems to be "did you pull a couple of the allies that make allies actually matter?", but beyond that I can't figure out the archetypes. Ramp isn't really a thing, but maybe it's supposed to cap out at seven drops or something. Converge makes no sense to me in sealed, since there doesn't seem to be much support for it. This is a weird, weird set, but then again I didn't really understand Khans until someone explained it to me in context of the whole block like a year later.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 27, 2015, 07:38:36 PM
As for the actual set itself, I don't understand it at all. Much of the metagame seems to be "did you pull a couple of the allies that make allies actually matter?", but beyond that I can't figure out the archetypes. Ramp isn't really a thing, but maybe it's supposed to cap out at seven drops or something. Converge makes no sense to me in sealed, since there doesn't seem to be much support for it. This is a weird, weird set, but then again I didn't really understand Khans until someone explained it to me in context of the whole block like a year later.
Allies seem to be split into multiple archetypes, focusing mainly on black/white lifegain and red/white Rally effects. Landfall is in all colors, but it's strongest in red/green aggro decks where you have tools to put multiple lands on the field in one turn. I can see what looks like black/green growth archetype where sacrificing a creature gets several bonuses at once. Even the Eldrazi seem to be split into archetypes, with green Scion ramp, blue evasion, red aggro, and black forced discards.

This looks to be a fun format for sealed/draft because while Allies are designed to work with each other and Eldrazi are designed to work with each other, there isn't really much stopping you playing the two together, which is where you get some really wild and bizarre synergies.

Addendum: While a lot of the mechanics like Awaken and Rally seemed to be centered on two-color pairs, they're spread out enough that with enough dual color lands or something like Beastcaller Shaman/Lifespring Druid for mana fixing you can get some interesting three-color builds like BRG landfall, WBR allies, or WUB Awaken control.

Also, congrats on pulling two Expeditions AND promo Ulamog, that's hitting the jackpot right there.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: yuyukos on September 27, 2015, 11:40:16 PM
I played in a Magic: Battle For Zendikar sealed yesterday and it was... Crazyballs. I don't really care about this set, I just want a few copies of each Blighted land and a few copies of Greenwarden Of Murasa, but my roommate likes it a lot and had to work, so he paid for me to play.

Right out of the box I opened the prerelease Ulamog. So that alone was basically his money back. First pack, pulled an expedition (Blood Crypt). Next couple packs pulled some junk rares and two multilands, then last pack I pulled a second expedition (Breeding Pool). I genuinely did not know that was possible. Out of 18 players those were the only expeditions pulled, and I got both.

I did okay in the event. Placed just above half, got two more packs containing a third multiland. I made a kind of dumb blue/green mana ramp deck to try to play with the Ulamog I opened, but it only worked once for the whole event in a game I was winning anyway. Should have played blue/black, but I don't care, my pulls were incredible so if I had done much better it would have just been mean. Too bad I don't get to sell the cards myself, but I know roommate is buying a PS4 with the money from them, so that means I don't have to buy it when Persona 5 comes out.

As for the actual set itself, I don't understand it at all. Much of the metagame seems to be "did you pull a couple of the allies that make allies actually matter?", but beyond that I can't figure out the archetypes. Ramp isn't really a thing, but maybe it's supposed to cap out at seven drops or something. Converge makes no sense to me in sealed, since there doesn't seem to be much support for it. This is a weird, weird set, but then again I didn't really understand Khans until someone explained it to me in context of the whole block like a year later.
Good job (fuck youj, salty :(). My shop had 4 Expeditions in 180 kits.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 18, 2016, 04:27:04 AM
Re: Magic

Played in an Oath Of The Gatewatch sealed earlier. It wasn't two-headed giant like I was hoping, but oh well. I placed first which was unexpected. Played white/red because I opened so much removal in those colors that I couldn't even play all of it, supplemented by a balanced spread of kind-of-shitty creatures. I don't know if my deck was good or I got lucky, but I never really tripped over or choked on my mana base for the entire event. I only lost a single game out of four rounds, and that was due to a huge misplay on my part (although my opponent had an equally big misplay earlier, so I guess it evened out). I didn't pull anything incredible, but I opened a couple of moderately-valued mythics, so whatever. I was really hoping to get a bunch of Bonds Of Mortality because it's so heroic in Commander, but I didn't pull a single one out of the 18 packs total I opened. I traded for a foil one, but I still need three more at least.

I mentioned before that I didn't understand Battle For Zendikar. I couldn't wrap my head around the themes or archetypes. Oath Of The Gatewatch was completely different. It didn't help re-contextualize BfZ in a way I could understand like Dragons Of Tarkir did for Khans, but as a freestanding thing I found it to be intuitive and interesting. I had option paralysis three different times where I found myself on turn three with three land in play and a hand containing Endless One, Lantern Of Insight, and Wall Of Resurgence. Even with no other cards to consider there are so many possible plays there it's amazing. I did something different each time, and it worked out each time. The choices felt interesting and relevant, the environment felt fast-paced and balanced, and overall it was just a very pleasant experience (and not just because I won, although that did help). Almost wish I had played earlier in the weekend so I could squeeze in a second sealed after how much fun I had at this one.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 18, 2016, 12:31:59 PM
I'm in the process of learning both MtG and Force of Will. Not really sure where to start on either of them, they're both so complex. I kind of want to lean toward Force of Will since it's newer and thus less catch-up for me to have to do (20+ years of MtG is a lot of info to learn), but I don't want to invest in a game that no one plays, you know?

What should I do?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 18, 2016, 01:05:16 PM
I don't play Force Of Will or know anyone who does, so I say learn Magic personally.

Any of the recent Magic video games are probably a good place to start. They're a little simpler than normal Magic because they don't give you all of the cards to play with, but the ruleset they use is 100% genuine Magic so they're a good place to learn.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on January 18, 2016, 03:41:01 PM
I'm in the process of learning both MtG and Force of Will. Not really sure where to start on either of them, they're both so complex. I kind of want to lean toward Force of Will since it's newer and thus less catch-up for me to have to do (20+ years of MtG is a lot of info to learn), but I don't want to invest in a game that no one plays, you know?

What should I do?
Seconding Duels on Steam as a jumping-on point; it does a good job of slowly introducing the rules to you. Also, don't worry about having to learn 20+ years worth of cards and mechanics; the commonly played formats limit it to far less (usually only about the most recent year and a half).

Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 18, 2016, 04:15:11 PM
Hmm. All right, I may fire it up tonight.

It's funny really. At the card store, the employee who taught me gave me some free starter decks and he used a white deck and l picked a blue one. I ended up winning because while his deck revolved around healing and attacking, mine was purely defensive and attacked by forcing discarding. He almost beat without me doing a single point of damage, but I exhausted his deck and won. It was pretty funny.

Do all the colors have different specialties/play styles? I've only seen white and blue in action and it seems that blue seems to focus in deck fuckery and defensive crowd control and it's pretty fun.

Still wanna try Force of Will though, too. The game itself seems faster-paced and the cutesyness of the art style is an aesthetic selling point. The game itself seemed really complex though.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 18, 2016, 04:42:11 PM
The entire crux of Magic is that each color has its own distinct identity. Those identities are extremely complex, but on a basic level this is what they boil down to in my estimation:

-White represents order. In-game that means they tend to use armies of small creatures and are good at keeping their opponents' cards locked down.

-Blue represents knowledge. That means a lot of tricks and different ways to disrupt your opponent.

-Black represents ambition. They play by sacrificing their own resources to hurt their opponents even more, and tend to use things as a resource that other colors don't like dead cards and life points.

-Red represents passion. Their playstyle is reckless and tries to best down the opponent as fast as possible without regard to defense.

-Green represents nature. They excel at using creatures and get cheaper and better creatures than anyone else.

They all have a complex network of strengths and weaknesses, and a system of inter-color relationships that let you combine two or more colors to get even more sorts of strategies and sets of strengths and weaknesses.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 18, 2016, 06:10:24 PM
Hmm. Blue, black, and white seem up my alley. Might look mostly into those.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 18, 2016, 06:33:43 PM
If you have a Magic card on hand, flip it over and connect the five colored dots in the middle of the card. The lines will form a pentagram that explains the relationships between the colors. Adjacent colors on the pentagram are allies and tend to work well together and cover each-other's weaknesses. The colors that aren't adjacent which form the star of the pentagram are enemies and tend to have stranger (although still viable) results when combined.

So by that system the three colors you picked are an allied trio centered around blue. White and black are enemies of each other, but they're both allies to blue, which means that together they should cover all of blue's weaknesses and form a very stable base.

This probably means that you tend toward a slow and controlling style of play that's better at and more interested in killing, neutralizing, or stealing your opponent's big threats than making power plays of your own. Does that sound like it might be right?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 18, 2016, 06:48:42 PM
Kind of. I'd take deep amusement in playing a deck centered around winning by draining the opponent's resources and kind of built a deck revolving around that using the white and blue starter decks they gave me. I filled it with high defense cards and deck manipulating cards, along with sorcery and instant cards that force the opponent to keep cards tapped so they can't attack or defend. I'm sure it's no good in practice but it was fun to put together.

Since I collected 2 white mini-decks and 2 blue ones, I constructed a second deck that revolves around healing and cards who get boosted stats every time I heal. (it came with an Aegis Angel too, so I tossed it in there). I addition, I put dawnglare invoker and sleep in there just so I could quickly trample the opponent after building myself up.

Do I have the right idea, at least?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 18, 2016, 07:10:58 PM
Yeah, probably. Colors on Magic are so deep that there are multiple archetypes with every combination and even each single color, but it sounds like you got a real control thing going. If that's what you want you're in the right case. Any color or combinatikn of colors COULD play a control strategy, but white and blue are certainly the most direct and orthodox.

Now your next step is to go play a bunch of games, preferably against decks of roughly the same power level (any other starter decks and theme decks should make fine opponents, just watch out for meticulously tuned constructed decks at this point). Whether you win or lose, pay close attention to why. If you win it will probably be because your control strategy successfully fended off your opponent, but if you find yourself winning in other ways occasionally that should teach you something too. If you lose make sure you try to figure out why. Maybe your deck won't match up well against certain strategies or will have trouble dealing with certain cards. Figuring that out will be vwry useful in helping you learn how to tweak your deck and what things you should be playing.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 18, 2016, 07:21:00 PM
Yeah. I might buy a few packs and see what I can make from them too. I was told that most of the starter decks I was given are obsolete and have some banned cards, so I may try to make a modern-friendly deck I can actually play with.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 18, 2016, 07:36:02 PM
Depending on who you're playing with and where I wouldn't worry too much about using current cards just yet.  As long as you're still doing a lot of experimenting usually I would recommend being willing to use older cards since you can often get them cheaper.

There's no helping that if you want to jump right into tournaments of course, but if you're just playing with friends outside of any kind of organized play you don't have to stay current. But then again limiting yourself to only new cards means a lot fewer different cards to worry about which might makes things easier to process.

It's worth noting that last weekend was a prerelease for a new set, which means that set comes out this weekend. Whenever a new set comes out there are always people with a lot of commons and uncommons they want to get rid of from opening boxes and playing sealed. I can't speak for the stores in your area, but I bet if you hung around my store this weekend and introduced yourself as a new player you would leave with more castoff extras than you could carry. I'm looking for someone to dump 80% of the cards I won yesterday on since I only care about a small fraction of the cards in each set at this point and don't have room to store the rest. I bet there are people near you in the same situation.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 18, 2016, 08:25:06 PM
Yeah. That's basically my situation. I went to a local store, said "I'm new, teach me", and I was hooked up with those starter decks after being asked to pick a couple colors.

That was a day before the prerelease though, so I'll stop by this week(end) and see if I can mooch some dupes.  :V
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: OverlordChirei on January 18, 2016, 09:22:39 PM
mtg

MtG is nice in that if you play/follow Standard rules, only three(?) blocks worth of cards are legal to play at any given point, so the niche and toolset of each color tends to change as blocks shift. This does have the disadvantage of contstantly needing to obtain new cards to stay relevant, but it stops a good amount of the unnecessary powercreep and keeps things fresh.

Prereleases are the bomb, though. Especially if you go with friends. You get such an incredible deal on the prerelease packs after paying to get into the event that you may as well consider it like a godfest equivalent.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 18, 2016, 09:43:04 PM
Yeah, as far as what colors can do it's worth noting that some of them have kind of been in flux lately, especially red. Wizards tinkers with the game a lot, and we're in a minor period of color upheaval.

As for prerelease deals, my store charged $5 less than anyone else locally. I'm glad I won big though, because the most expensive thing I pulled in my sealed packet was $4. I would have been pretty disappointed if I had walked away with just that stuff.

I agree that events are more fun when you go with a group of friends. I don't usually play in any event, regardless of game, unless I have a posse with me. And if you're a shady motherfucker apparently colluding in Magic is considered acceptable. Going into the last round I was repeatedly told by the guy running the event that the "normal" thing to do in my situation would be to intentionally draw with my opponent to guarantee first and second and split the packs. That sounded sketchy to me so I didn't, won, and got three extra packs for my trouble, but the judge swore that it would have been legal and normal to agree to a draw. So there's that, I guess..? :V
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: OverlordChirei on January 18, 2016, 09:57:46 PM
I agree that events are more fun when you go with a group of friends. I don't usually play in any event, regardless of game, unless I have a posse with me. And if you're a shady motherfucker apparently colluding in Magic is considered acceptable. Going into the last round I was repeatedly told by the guy running the event that the "normal" thing to do in my situation would be to intentionally draw with my opponent to guarantee first and second and split the packs. That sounded sketchy to me so I didn't, won, and got three extra packs for my trouble, but the judge swore that it would have been legal and normal to agree to a draw. So there's that, I guess..? :V

The few times I was at a prerelease, the finalists are always given the option to just not play the last rounds and split the packs. I guess I don't see it as shady because some people might get butthurt over fighting people they know and whatnot at the end.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 18, 2016, 10:05:16 PM
Seems unfair to the other people with good standing, since second is usually a tossup between anyone in the top four. In games I play competitively more than Magic a concession is usually an automatic event drop explicitly to prevent stuff like this (and I'm sure a lot of it has to do with sharking, but the way I see it intentionally drawing the last round might as well be a minor form of sharking). It's an interesting cultural difference between games I guess.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 19, 2016, 02:40:48 AM
I went to a different shop today and played with some actual constructed/finely tuned decks. I won once using one, and the second time I lost severely.

Basically the guy who was teaching me was playing a deck with absolutely no creature cards whatsoever, just a red deck full of instants/enchantments/sorceries, with cards that doubled/tripled the effects of spells and he basically played an infinite stack and ended it with a Grapeshot that did like 20 damage rofl

Still dunno if it's really something to get into, but I did buy a booster pack and a few copies of the card whose art got me interested in the game to begin with (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366339), so there's that at least.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: OverlordChirei on January 19, 2016, 04:59:58 AM
Basically the guy who was teaching me was playing a deck with absolutely no creature cards whatsoever, just a red deck full of instants/enchantments/sorceries, with cards that doubled/tripled the effects of spells and he basically played an infinite stack and ended it with a Grapeshot that did like 20 damage rofl

You basically just played a guy who was playing without the standard format... which means he could use any of the cards released throughout the course of the game's life, and you witnessed the result of what happens without the safety of the limitation. There are supposedly tons of these instakill combos, and it's pretty disgusting to a degree.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 19, 2016, 12:14:17 PM
The deck he was letting me use has an instakill combo too, and it was frighteningly simple: Devoted Druid + Quillspike. Tap the Druid to gain mana and a - 1/-1 counter, then untap. Tap Quillspike, remove the negative counter and gain +3/+3. Repeat until you can oneshot. It's ridiculous how simple it is to break the game, and yet it's completely legal to do so.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 19, 2016, 03:10:31 PM
This is probably too early to bring this up, but it seems relevant now that you've seen the most competitive play Magic has to offer. In my opinion there's only one right way to play Magic, and that's the least competitive format: Commader.

Commander is a casual format designed more for goofing around with friends and less for tournament play, but it's extremely popular so you can find people to play it with just about anywhere. Commander has significantly different rules for deckbuilding and gameplay than any other format.

-You have to pick a legendary creature to be your commander. They determine what colors can be in your deck (you can only play cards that match your commander's colors). You set aside your commander at the start of the game and can play them as though they're in your hand. Even if they die you can just replay them again, so you'll always have them around.
-Commander decks have to have 100 cards including your commander, including only one copy of everything but basic land.
-Starting life total is 40.
-Games are played with more than two people. I prefer four, but anywhere between three and six works well.
-You can use almost any cards ever printed with the exception of a small ban list unique to this format.

Commander is, counterintuitively, by far the cheapest format to play. Because it's the slowest format in Magic different cards are good in Commander than anywhere else, so you can usually put together a very solid deck with just old worthless trash cards. And Commander has the best premade deck support of any format too. You can buy a very reasonably powered,fully built Commander deck at any grocery store for $30.

There are plenty of downsides too of course. Commander can be extremely complex, both in deckbuilding and gameplay. The huge pool of playable cards to pick from can be too much for even experienced players to process (although the premade decks help a lot) and board states can get absolutely mind-bending when you have four players each with ten relevant cards in play. And as a casual format it's expected to be self-policing, so the ban list is intentionally kept lax. If some tryhard goofball really wants to break the format it can be easy to do. But despite all of those problems I highly recommend giving Commander a try once you get the core Magic rules figured out.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on January 19, 2016, 03:49:50 PM
Don't get me wrong, Commander's a fun format, but I don't think it's a good starting point to get into the game from, especially if you're just building a collection.

I'd say once you have a solid grasp of the core rules the best jumping-on point is Sealed: each player gets six boosters and puts together a 40-card deck from whatever they pull (basic lands provided by the venue to assist deckbuilding). It's great because it puts the players on a more equal ground, and limiting it to 1-2 sets prevents the majority of runaway combos.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 19, 2016, 04:20:49 PM
Yeah don't get me wrong either, I also don't really think Commander is a good starting point (although I do know a lot of people at this point who learned on Commander), but once you've been exposed to super-fast Legacy combo decks a counterpoint is probably helpful.

I'm not sure I agree that sealed is a good place tp start, but I don't know if I disagree either. Some of my buddies (the same ones who got into Magic through Commander) had terrible experiences trying to play Sealed too early. Limited formats are deceptively high-skill. There are a lot of beginner's traps that can get you absolutely crushed, making it not such even ground after all. Usually you won't have someone available to help you figure it out so you're kind of on your own. But might be a good learning experience, I don't know. Seems a bit "off the deep end to me", but hey, that's a quick way to learn to swim.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 19, 2016, 04:51:00 PM
I don't think the style really matters. I learned more just diving into the deep end yesterday rather than getting it all in little pieces. I just need someone experienced and patient enough to explain what's going on for me to get it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 22, 2016, 04:27:38 PM
New expansion is released today. I think I'm gonna take the plunge and get the Twisted Reality deck after work.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 29, 2016, 01:31:05 AM
So I spent a while at a card store today playing with the deck I bought combined with cards from a couple packs. I won a few rounds, and a multiplayer game as well, so that was cool, especially since I was playing some really seasoned players. Though to be fair, my main deck is Standard, the other guy was playing Modern, and the other was playing Casual/Legacy... Still!

The other deck I run is composed out of the starter cards I got. One of the guys looked at the deck and said I have a "soul sisters" deck setup. So I ran with it and bought cards to bolster it. Amazing how $5 can make a deck absolutely ridiculous but it's all about constant life boost and effects driven around that, while attaching them to flying/lifelink creatures (and if they're not flying or lifelink, Gift of Orzhova makes that happen.)

I'm having more fun with this than I expected I would.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 29, 2016, 03:32:27 AM
I'm happy to hear that. Magic can be a pretty goddamn rewarding hobby for all its downsides. It can be expensive and frustrating if you let it be, or it can not be if you don't. Personally I don't really care for tournament play outside of sealed because I've found that most people tend to lean on the same few optimized deck skeletons that they copied off of the internet and I get tired of playing against the same three decks over and over. I can't argue that it's still a very high-skill, interesting format despite being kind of repetitive though, so I totally understand why some people like it.

The big advantage that Magic has over any other card game is that you'll never, ever be short on opponents. Just about everybody ever plays Magic or at least knows how to play, so nearly every place you can go has a robust community. I've played a lot of smaller card games in my time and most of them don't have more than four or five players in a given area if you're lucky, so they can get old quick. Not so with Magic, which is why it's such a solid investment. And for all of the low points Magic has had it's clearly made by smart people who have the best interest of the game at heart, so I think it'll be around and still interesting for a long time.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 29, 2016, 09:56:06 AM
That's exactly what I like about it-- it's a very intuitive game when you're playing it right. It's got everything I like about the concepts I like about other games like Etrian Odyssey and Puzzle and Dragons, and that is that there's nearly limitless team (in this case deck) building potential and just as much potential for creative, unique, personalized play styles.

And while it can be a huge investment, I don't see why it has to be either. I was playing just a slightly modified version of the stock Twisted Reality deck (I removed most of the milling/exile cards and replaced them with unblockable/trampling Eldrazi/devoid creatures and instants/enchantments/sorceries that give unblockable or make it so targets cannot block, and I was still winning against people who have been playing for decades (one guy said he was playing since Mirage, which came out in 1996, and I beat him twice). Yes, his deck was super finely tuned, but without the right luck, I won merely by whittling him down with Mist Intruder (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=401950). So there's still the notion of luck in play as well, and that evens the battlefield somewhat in that you can have the perfect deck and still be screwed. I've only spent around $40 altogether among the three decks I have made and $10 of that was just on card sleeves and a deck box (which I need a bit more of and will probably buy tonight at Friday Night Magic along with some Soul Wardens/Attendants if I can find them, just to be the finishing touch of the Soul Sisters-inspired deck I'm running as well). Meanwhile, the guy I played said his deck cost roughly $800 to build (he had two Tarmogoyf cards and it was filled to the brim with fetch lands and proxies thereof since he said it wasn't finished).

But that is just what is drawing me in. I was worried that getting into Magic would be ridiculously hard because there's just so so much to learn, but it's really not so bad once you get the flow of play down, because most people seem willing enough to explain what their cards and their deck does. With excitement and excruciating detail. So I've just chosen to learn that way, via watching other people's strategies. And I was worried I'd need a deck for every type as well and that's not even a reasonable thought just because there's so much, and it's just not necessary. I'll likely look into building red, green, and black decks at some point, but I'm honestly pretty happy with my white and blue decks at this moment since I honestly am not interested in playing hyper-competitively, because I already know that I'm at a huge disadvantage there due to inexperience and lack of hyper-invested decks. It's kind of scary how much the most sought-after cards are.

I'd kind of like to play in a sealed tournament sometime, though.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: OverlordChirei on January 29, 2016, 01:02:32 PM
That's exactly what I like about it-- it's a very intuitive game when you're playing it right. It's got everything I like about the concepts I like about other games like Etrian Odyssey and Puzzle and Dragons, and that is that there's nearly limitless team (in this case deck) building potential and just as much potential for creative, unique, personalized play styles.

I have heard stories of people going into actual unsealed tournaments using nothing but a deck of commons and a few uncommons and walking away with first. Mind over matter is a very real thing in this game, and just generally being knowledgeable is an extremely powerful weapon in itself. I could take out my old friend using his ~$500 standard decks with stuff we cobbled together simply because I outmaneuvered him and he was unfamiliar with playing a not-top-tier deck. In sealed/draft play, this becomes even more prevalent (with a good bit of RNG* since you don't know who's going to get what...), and you'll need everything you can know if you pull some pretty ugly stuff.

*Edit: When ccool said the game was made by smart people who have the game's interest at heart, he wasn't kidding. Even the RNG can be mostly staved off depending on what kind of Sealed it is. In a Prerelease, you're deliberately given a choice of a box of some kind of faction, and the box more than likely has a LOT of cards in that faction's color, along with regular packs from standard sets, so you may get a little extra.

In a regular ol' draft, everyone gets a certain number of packs, opens one, takes a single card, and passes the remainder to the next person, and you get someone else's remaining cards, pick one, pass it, and this repeats until all the packs are passed around and gone. Knowing which ones to pick out of those bunches being passed around can almost entirely mitigate the packs being shitty and give you the edge you need. Both types of Sealed also have 40-card deck limits due to the limited amount of cards available, but this also reduces deck RNG somewhat as well.

Personally I don't really care for tournament play outside of sealed because I've found that most people tend to lean on the same few optimized deck skeletons that they copied off of the internet and I get tired of playing against the same three decks over and over.

RA DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on January 29, 2016, 02:59:24 PM
*Edit: When ccool said the game was made by smart people who have the game's interest at heart, he wasn't kidding. Even the RNG can be mostly staved off depending on what kind of Sealed it is. In a Prerelease, you're deliberately given a choice of a box of some kind of faction, and the box more than likely has a LOT of cards in that faction's color, along with regular packs from standard sets, so you may get a little extra.
They changed that so you no longer get the "set color" pack; since this fall all the prerelease kits are now "six packs and a random promo", which a lot of people like more since you're no longer forced to commit to a specific color even if what you pull doesn't necessarily support it.

And I was worried I'd need a deck for every type as well and that's not even a reasonable thought just because there's so much, and it's just not necessary. I'll likely look into building red, green, and black decks at some point, but I'm honestly pretty happy with my white and blue decks at this moment since I honestly am not interested in playing hyper-competitively, because I already know that I'm at a huge disadvantage there due to inexperience and lack of hyper-invested decks. It's kind of scary how much the most sought-after cards are.
Honestly if you're already going into Modern or another format where cards aren't constantly rotating in and out it's fine to just put your focus into developing and learning the decks you already have, and what matchups they're good and bad in.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: OverlordChirei on January 29, 2016, 03:14:29 PM
They changed that so you no longer get the "set color" pack; since this fall all the prerelease kits are now "six packs and a random promo", which a lot of people like more since you're no longer forced to commit to a specific color even if what you pull doesn't necessarily support it.

Darn. I kind of liked the idea, myself. I've seen people get boxes and go off-color to mindgame people (not necessarily because they got bad cards for their color, either) to great effect. It's also mostly how I staved off or at least put up some sort of a fight against my old friend's expensive decks - I'd go and do silly things like keep one land in my hand to make him think I have something, and half the time I actually DO, he thinks I'm tricking him with lands again and I take him down. Been a while since I played a good game where mindgames were a factor...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 31, 2016, 04:17:23 PM
I have discovered that people really don't like facing Soul Sisters decks.

I am officially renaming the deck "Salt Sisters".


Meanwhile, next week's Friday Night Magic tournament is Standard (the place I go to has a tourney at 3pm and 7pm, and I'm working during the 3pm slot and they rotate the types weekly), so I'll have to bolster my Standard deck....
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 01, 2016, 04:26:14 AM
I kind of accidentally created a small Pokemon TCG group at my store. One of my buddies' son asked me if I could teach him the game because he knows I like Pokemon, so I bought a starter deck to play with him. A few other adults who also like Pokemon saw us playing, built crappy decks out of old, cheap versions of Pokemon they like, and I did the same and helped the kid build a half-decent deck. Now there are 4-5 of us who play Pokemon between other games.

The Pokemon TCG seems... pretty bad. The core game is fine, but the best cards are so freakishly overpowered that there's no reason to not prioritize them over everything else all the time. Fortunately none of us are really interested in the metagame so our low-powered version of it is decent. I had to depower my deck a little because I accidentally put too many ridiculously powerful Trainer cards in it, but that works for me. More room for cool monsters.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 01, 2016, 04:38:32 AM
The original game was fun back in the day back when it was still decently balanced. I am guessing the point where any semblance of that went out the window was when Nintendo took over the game from Wizards. I stopped playing around that time, at least, and I had already thought the game was getting pretty ridiculous as it was, but looking at some current cards, it seems pretty ridiculously overpowered compared to how the game used to be.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 01, 2016, 05:00:10 AM
Are the Game Boy games representative of how the game used to be at all? I never really played the paper version when it was new (just collected it), but since then I've played both video games extensively and they were pretty horrifically imbalanced too. I just didn't mind because I was beating up computers.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 01, 2016, 10:04:44 AM
The first one was more or less representative of the first three series of the card game, yes.  Haven't played the second.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Spotty Len on February 01, 2016, 05:07:31 PM
Second one is more or less the same, with a few more cards (the Team Rocket set, basically) and different enemies. And you can play as a girl.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 01, 2016, 05:19:38 PM
And doesn't it have twice the number of gyms too? I only played through it once but I loved it, definitely recommended. And the last boss is a king who winks at you every time you do something. It's pretty much the best.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 01, 2016, 05:44:34 PM
Has it been fully translated yet? I had it downloaded but never really played it since it was only half complete.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 01, 2016, 05:49:17 PM
Pretty sure it was, yeah. I would have played it three years or so ago and I don't remember it being incomplete.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on February 01, 2016, 06:00:17 PM
The original game was fun back in the day back when it was still decently balanced. I am guessing the point where any semblance of that went out the window was when Nintendo took over the game from Wizards. I stopped playing around that time, at least, and I had already thought the game was getting pretty ridiculous as it was, but looking at some current cards, it seems pretty ridiculously overpowered compared to how the game used to be.
Pokemon TCG had some pretty bad powercreep later on; I'm not sure if it happened when they introduced Pokemon-EX or before that point but somewhere the power of the rarest monster cards just got ludicrous.

I do appreciate that they kind of fixed Trainer cards so you can't recur Bill and draw all the cards in a single turn
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 01, 2016, 06:10:29 PM
I lost a game last night by drawing so many cards I died, so even though Bill and Professor Oak aren't a thing any more you can still go pretty nuts. The modern Bill (Tierno) just draws three cards, even though you can only play one of him a turn.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Spotty Len on February 01, 2016, 06:53:26 PM
And doesn't it have twice the number of gyms too? I only played through it once but I loved it, definitely recommended. And the last boss is a king who winks at you every time you do something. It's pretty much the best.
I didn't go that far, I was stuck at one gym that asks for Psy energies only and never managed to find how to grind them, unlike the first game...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Dahel on February 05, 2016, 07:32:08 PM
Emergency banlist for yu-gi-oh, where the core cards of the horribly broken deck ruling this format (Performages & Pals) just got banned/limited.

Yep, the deck got destroyed, and i'm currently having a lot of fun watching all the PePe players being salty as hell. Nothing tastes better than popcorn salted with the tears of the yu-gi-oh community.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 06, 2016, 12:42:20 PM
help i'm hooked on bolstering my soul sisters deck

there are a bunch of "instant win" conditions i've installed

soul sisters/suture priest/martyr of sands + felidar sovereign
- use sisters/priest/martyr of sands to get over 40 life
- felidar sovereign is instant win over 40 life

gift of orzhova + sunbond + martyr of sands = enchanted creature has +1/+1, flying, and lifelink, and sunbond gives +1/+1 for each life point you gain. sacrifice martyr of sands and reveal a bunch of white cards. so say i have 5 white cards in my hand and sacrifice her-- i gain 15 life. enchanted creature now has +16/+16. have them swing in the air, then not only do recover base power + 16 in life, but i then gain that in +1/+1s as well. so for example

ajani's pridemate is 2/2
- with orzhova, 3/3
- add sunbond
- sacrifice martyr of sands, gain 15 life
- pridemate gains +1/+1 as part of ability for lifegain, now 4/4
- pridemate also gains +15/15 due to sunbond, now 19/19
- pridemate swings in the air for 19
- due to lifelink i gain 19 life
- pridemate gains +1/+1 as part of ability, now 20/20
- pridemate also gains +19/+19, now 39/39
- repeat until win if you have not already. this can also be given to any of the sisters or any soldier/spirit tokens just because

aegis of the gods + rune tail, kitsune ascendant + martyr of sands
- sacrifice martyr of sands so i have over 30 life
- kitsune flips at 30+ life, becomes rune-tail's essence
- rune-tail's essence prevents ALL damage done to my creatures
- aegis of the gods gives hexproof
- opponent cannot target with me or spells or abilities, and cannot damage any of my creatures
- i am now invulnerable to pretty much everything i am aware of, and am free to bolster my team and swing away or win with felidar sovereign


and meanwhile when i don't have those, i can just throw recumbent bliss, lock down the opponent, and gain life every turn lol

and here i am researching other cards to mix it up; considering splashing black with white/black lands for more ridiculousness
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 06, 2016, 02:28:44 PM
there are a bunch of "instant win" conditions i've installed

This isn't to rain on your parade at all, just poking holes for clarity.

soul sisters/suture priest/martyr of sands + felidar sovereign
- use sisters/priest/martyr of sands to get over 40 life
- felidar sovereign is instant win over 40 life

That's not really "instant win" since your opponent has a full round to kill the Sovereign or knock you below 40. It's still good, just not instant.

gift of orzhova + sunbond + martyr of sands = enchanted creature has +1/+1, flying, and lifelink, and sunbond gives +1/+1 for each life point you gain. sacrifice martyr of sands and reveal a bunch of white cards. so say i have 5 white cards in my hand and sacrifice her-- i gain 15 life. enchanted creature now has +16/+16. have them swing in the air, then not only do recover base power + 16 in life, but i then gain that in +1/+1s as well. so for example

You may already know this, but auras are generally frowned upon as a bad usage of your cards. They can be extremely powerful, but they sit you up for huge blowouts where you cast an aura or two on one of your creatures, then your opponent destroys it with Doom Blade or whatever before you can do anything. They're down one Doomblade, you're down a creature and one or two auras. Sometimes that can just be the game right there since it puts them so far ahead on cards and mana. That's not to say that auras can't be used, but they're one of the biggest risk/reward tradeoffs in the game.

A decent way to mitigate this can be using auras that don't give you card disadvantage when destroyed. In your case some of the better options seem like Felidar Umbra (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=270736) and Spirit Loop (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=109680), both of which do similar things without setting you up for a huge blowout. There are still ways to get fucked by them, but they're less risky. That said, if you just want to play Gift Of Orzhova because you like the art, go for it. Winning with subpar cards is satisfying. Just be aware that it is a bit subpar.

aegis of the gods + rune tail, kitsune ascendant + martyr of sands
- sacrifice martyr of sands so i have over 30 life
- kitsune flips at 30+ life, becomes rune-tail's essence
- rune-tail's essence prevents ALL damage done to my creatures
- aegis of the gods gives hexproof
- opponent cannot target with me or spells or abilities, and cannot damage any of my creatures
- i am now invulnerable to pretty much everything i am aware of, and am free to bolster my team and swing away or win with felidar sovereign

If I'm reading this right, this does not make you invincible at all. Not even close. If makes you tough, but there are a TON of things your opponent can still do to you. Granted you may have meant that metaphorically.

-Destroy your creatures (damage =/= destroy, sacrifice, or a number of other means of death, so Rune-Tail doesn't actually protect you from that much).
-Hit you with unblockable, flying, or trampling creatures. Nothing here prevents you from being attacked, it just gives you some hard-to-kill blockers.
-Alternate win conditions. Even with your huge life total, a lot of opponents in Modern will be trying to combo out and you don't have much protection from that.

Just for the record, you can't become invincible in Magic. It's impossible. There are always ways around any convoluted wall of defense cards. You can get pretty close, and if you do often Platinum Angel (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=401640) is involved, but there are always tons of ways to lose. Not that you really ever need to be fully invincible, but trying can be kind of futile. Just getting pretty tough to buy enough time to kill your opponent is as far as it's worth going in my opinion.

and here i am researching other cards to mix it up; considering splashing black with white/black lands for more ridiculousness

General suggestions:

The most common suggestion you'll probably get is Sanguine Bond (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=376480) plus Exquisite Blood (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=240134), which is actually an instant win combo. Those cards may be a little more expensive than most of the others we've been talking about, but they're not too bad. There are also a handful of creatures whose names I can't remember who duplicate these effects, but they tend to be less efficient because it's easier to destroy creatures than it is to destroy enchantments.

As a general rule if a card does nothing but gain you life, it sucks. Don't play Beacon of Immortality (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=130553) because it doesn't get you any closer to killing your opponent, which is still the point of Magic. It's a common beginner's trap to get too excited about gaining life and to not put enough actual win conditions in their decks. It looks like you haven't had that problem here, which is great, but it can be easy to fall for even for some advanced players.

Try looking here for more ideas:

Edit: For some reason MotK is eating the format on this link, but if you quote my post and copy and paste it from there you'll get the full text.

http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[life]&format=+[%22Modern%22]&color=+!+![R]+![G]
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 06, 2016, 03:36:32 PM
Hmm, all right. I guess there are concepts I didn't understand.

Here's my current Soul Sisters deck. What would you suggest to improve it?

Main deck:
Soul's Attendant (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193499) x4
Soul Warden (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382197) x4
Aegis of the Gods (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380364) x4
Rune-Tail, Kitsune Ascendant (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=87600) x4
Suture Priest (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=217981) x3
Ajani's Pridemate (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=383181) x3
Martyr of Sands (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=121263) x3
Felidar Sovereign (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=401878) x3
Victory's Herald (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405435) x2

Elspeth, Sun's Champion (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=394361) x1

Gift of Orzhova (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366339) x4
Sunbond (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=378400) x4
Recumbent Bliss (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249400) 4
Spectral Procession (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397841) 2

Plains x 21 (I figured a lower count would be okay since most of the cards in the deck cost less than or equal to 3 CMC.)

Sideboard:
Aegis Angel
Felidar Sovereign
Martyr of Sands
Suture Priest
Ajani's Pridemate
Ajani's Mantra
Staff of the Sun Magus
Raise the Alarm x4
Triplicate Spirits x3

Not much thought put into it yet. Kind of just an overflow from cards I used to use in the main deck and replaced.

Cards I'm currently looking into:
Chalice of Life//Chalice of Death (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=226735) (yet another life source that can become a damage source)
Cradle of Vitality (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=376284) (may be better overall than Sunbond?)
Grand Abolisher (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389538) (seems useful?)
Spear of Heliod (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373717) (since I choose to eat damage a lot (I mean, I can afford to with all this life, and sacrificing creatures means sacrificing recovery), I can use this to remove annoyances from the field)
Nyx-Fleece Ram (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380463) (fast and defensive life source)
Vizkopa Guildmage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=376577) (one of the reasons I want to splash black in the deck. Scary combo with Martyr of Sands.)
Orzhov Charm (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366436) (seems cheap and versatile for removing enemies (if I can tank the damage) or bringing back Soul Sisters from the graveyard if they get destroyed.)
Proclamation of Rebirth (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107341) (bringing the tiny white cards back from the dead. Don't really understand the Forecast bit.)
Boon Reflection (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=146751) (okay I admit this one is just there for me to be a jackass with. But it obviously pairs with other stuff! Double life recovery stacked with everything I have would amount to a lot...)
Harsh Sustenance (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=391851) (combine this with all of the token generators I have, and this could be nice)
Sanguine Bond, as you mentioned, would be great as well, and Exquisite Blood would be just as much better. Kind of high CMC though (for good reason!) Sanguine Bond seems like a pretty cheap card too, why not?
And Platinum Angel: Why does this even exist? I want it.
Felidar Umbra/Spirit Loop look great too, I'll look into those.


And for the sake of splashing black without using swamp lands, since these all double as plains too...
Scoured Barrens (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405366) (can be used as white or black, and a life source. Not bad.)
Temple of Silence (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373522) (also white or black, and lets me scry)
Isolated Chapel (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382189) (white or black, and of course I have plains...)
Caves of Koilos (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398504) (can be white or black at cost of 1 life)
Windbrisk Heights (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382203) (can be used to get some of the 6 CMC cards out for cheap)
Orzhov Basilica (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405329) (kind of an annoying setup, but it counts as 2 mana, right?)


Do you have any thoughts on these?

And I'll look through the link you gave for more ideas too.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 06, 2016, 03:56:26 PM
Will expand this later when I'm not posting from my phone.

I don't see anything in there that I would consider to be straight-up terrible. Personally I wouldn't play the auras, but they certainly have a big payoff so it's not not worth it.

Just FYI, Proclamation Of Rebirth+Martyr Of Sands used to be a popular combo. Forecast is a little complicated, but basically what it does is let you play a weaker, more expensive version of your spell, but you don't actually lose your card. You can Forecast every turn as long as you can pay for it because you just reveal the card, yoy don't cast it. You can go ahead and cast it normally the same turn too if you want to get the effect more times, but then it' be gone so you won't have it to Forecast with any more.

Where you go with the deck from here should be determined in large part by how you lose with it. When you lose games what went wrong? Are there matchups you have trouble with?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 07, 2016, 06:26:49 AM
Okay, here's the expansion on my earlier post not that I'm at my computer and have time to look at everything in more detail. This is largely opinion, but hopefully you find it to be at least a little useful. I'll comment on everything I have any particular thoughts on, be it on your deck or a possible choice.

Before I get rolling though, are you familiar with the concept of "card advantage"? I have trouble evaluating Magic by any other lens, so I'll probably be referring to it a lot.

Hmm, all right. I guess there are concepts I didn't understand.

Well feel free to ask if you have any specific questions.

Aegis of the Gods (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380364) x4

I don't like this guy. The number of cards that he actually protects you from isn't that high in my experience. Opponents just don't target me that often, and he's god a pretty crappy body for being white. If you're often finding that he's seriously hindering your opponents then fair enough, but I would probably consider him sideboard fodder.

Rune-Tail, Kitsune Ascendant (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=87600) x4

I don't care for this card at all. For one thing you have four copies and it's legendary. Four is probably too many for a legendary creature that isn't essential to your deck. The effect is pretty strong when it's relevant, but it doesn't seem like it would be relevant often enough to justify four copies, and you don't get to choose whether or not the transformation takes place so you may just find yourself losing a creature and gaining a non-relevant enchantment. I would probably cut it entirely, but again if you're finding it consistently useful you should keep it. Just maybe consider not running four copies main deck.

Victory's Herald (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405435) x2

There's this idea in Magic that an expensive card (anything that costs four or more, or maybe five or more depending on who you ask) should either be hard to get rid of or give you a lot of value right away so that even if your opponent destroys it immediately you get something good. This card has a weak body for the cost and doesn't really do anything until the turn after you play it. Personally I would strongly recommend Sun Titan (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405400) in this slot because it gives a ton of value instantly and repeatedly. Just imagine this guy bringing back a Martyr every turn. Gross.
 
Gift of Orzhova (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366339) x4
Sunbond (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=378400) x4

As I mentioned before, I think these are sketchy as hell. Playing them isn't necessarily the wrong choice, but I probably wouldn't play four copies each. The general rule is to replace auras with equipment as much as possible since equipment is a lot more reliable, but there isn't really any equipment that directly subs out for them.

Chalice of Life//Chalice of Death (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=226735) (yet another life source that can become a damage source)

I kind of like the idea of this card. Tapping to gain one life a turn is pretty shitty, but a reusable Lava Axe (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=383296) will kill just about anybody in no time. Certainly worth trying I think. I don't know if it will work but if it does it'll be fucking awesome.

Cradle of Vitality (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=376284) (may be better overall than Sunbond?)

I would say so, yeah. It probably gives your opponent one extra turn to find a way to deal with it before you start pummeling them, but it's more reliable and you can spread the counters around if you want to.

Grand Abolisher (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389538) (seems useful?)

I'm a fan of this guy. A 2/2 body seems a lot more reasonable that Aegis' 2/1 and I think the effect will be at least as commonly applicable.

Spear of Heliod (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373717) (since I choose to eat damage a lot (I mean, I can afford to with all this life, and sacrificing creatures means sacrificing recovery), I can use this to remove annoyances from the field)

This is a rock solid card, yeah. Especially with Spectral Procession around, you can do some horrifying damage pretty fast with it. Both parts are useful. I never know how many copies to include of weird legendary cards like this, but two seems like it might be a good call.

Nyx-Fleece Ram (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380463) (fast and defensive life source)

I would consider this more of a sideboard card than anything else, unless you're finding you really need blockers. This guy is absolutely backbreaking against some aggressive decks, but then again your whole strategy kind of is. Other than that I would strongly recommend something more proactive. Knight Of Meadowgrain (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=243422) comes to mind as one of the more brutally effective white cards ever printed for this slot.

Vizkopa Guildmage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=376577) (one of the reasons I want to splash black in the deck. Scary combo with Martyr of Sands.)

I can tell you for sure from Commander, this guy is a nightmare. He has an efficient enough body even if you aren't activating his effects, but by the time you have the mana to pay for them they can kill people out of nowhere. Probably don't run Sanguine Bond if you end up running this guy though, since they're redundant.

Orzhov Charm (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366436) (seems cheap and versatile for removing enemies (if I can tank the damage) or bringing back Soul Sisters from the graveyard if they get destroyed.)

This seems like it meshes well with your deck. It's not one of the more popular charms, but all three effects are very relevant here, especially if you continue to play the auras you have right now. Having to recast the creature and the aura would be a bitch, but it's a lot better than losing both. You probably need more removal too, and multi-use removal is a great thing. It effectively counts as copies 9-12 of Soul Sisters and 5-8 of Martyr too past a certain point.

Proclamation of Rebirth (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107341) (bringing the tiny white cards back from the dead. Don't really understand the Forecast bit.)

Not sure if this really quite fits, I think it depends on how fast your metagame ends up being, but if you game starts to run long even a little this could turn out to be insurmountable.

Boon Reflection (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=146751) (okay I admit this one is just there for me to be a jackass with. But it obviously pairs with other stuff! Double life recovery stacked with everything I have would amount to a lot...)

If you're going to play this effect, and I don't recommend you do, I would say do it in the form of Rhox Faithmender (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=279987). Especially if you're playing Sunbond or Cradle Of Vitality, a card that's a valid target for those probably trumps a card that isn't.

Harsh Sustenance (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=391851) (combine this with all of the token generators I have, and this could be nice)

Seems a little inefficient to me unless you're heavy on token makers, but it could end games out of nowhere which is interesting.

And Platinum Angel: Why does this even exist? I want it.

Just as a point of interest, they made a sequel to this card in Platinum Empirion (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=215092) years later. You don't want him though.

Orzhov Basilica (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405329) (kind of an annoying setup, but it counts as 2 mana, right?)

These land are weird. They're a huge risk because they're slow and if your opponent destroys one you get set back by a huge amount, but they're pseudo-card advantage. They're extremely heavily played in Commander, but outside of that I think people tend to only play them in slow control decks. Might be worth trying. And you can pair them with land that have effects when they come into play to reuse those effects (Bojuka Bog (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389446) is great for this if you end up splashing black).

Here are some extra recommendations that won't necessarily come up in that Gatherer search I linked earlier for black/white:

-There's a lot of efficient black/white removal. Unmake (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=368514) is my favorite one in Modern (I swear Vindicate (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=19135) was reprinted at some point, but I guess it wasn't so it isn't Modern legal).

-I think your deck needs more card draw. It will help keep things going smoothly into the middle game and make sure you never have too much or too little mana. White is probably the worst color in the game at drawing cards, so you'll probably want to look to black for this. I'm a huge fan of Phyrexian Arena (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405337), in fact it's probably my favorite card in the game. The price fluctuates a lot though and sometimes it can be kind of expensive, so something like Pain Seer (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=378452) should work similarly and is probably easier to get ahold of.

-One of the things you may find your deck struggling with is combos. Because a lot of combos don't care about your life total they can kill you no matter how well established you are. So finding cards to deal with them might be a good sideboard option. Again, black is very good at this. You can use cards like Duress (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=394560) to break your opponent's combo early on before they can find all of the pieces, or more niche sideboard options like Sadistic Sacrament (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=195632) to permanently cripple combos and completely disable some decks.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on February 07, 2016, 03:40:04 PM
Path to Exile (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382192) is probably the most efficient white removal I can think of but each copy costs around $8 so you might want to go with something else for now

Depending on how many burn decks you're up against in your local metagame, Kor Firewalker (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194708) looks like an interesting possible sideboard option.

As far as matchups for the deck go, my main concern would be Infect deck since its win condition ignores your life total.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 07, 2016, 04:04:43 PM
All right, now that I've had some time to sleep and ruminate on your post:

No, I dunno what card advantage is. Mind explaining?


Anyway, I actually ended up going to the card shop last night and played a few rounds with a guy who happened to be there. It wasn't a super-fair matchup since I was facing a finely tuned Standard deck, but that's precisely what I wanted-- an unfair matchup that would make the flaws of my deck super-obvious.

My analyses:
- Auras really do blow, especially when you're facing a green/red land-generating deck that can get out 5-8 CMC cards out in less than three turns, especially when those cards have effects that can target creatures. Can't remember the card's name, but it was an 8/8 that once he got it on the field, the effect was 5 damage to creatures or a player-- and he nuked all of my 1/1s in one shot, clearing the field. He then swept me from there. No bueno.
- Rune-Tail's Essence is a fantastic card, but you're right, I don't need four, because getting it in action is difficult unless I have it and Martyr of Sands basically on turn 1. I did once though, and I won that round because it effectively turned all of my 1/1s into 1/∞ in terms of blocking power, which made the Soul Sisters that much more functional as life-generating walls.
- Token generation is kinda pointless unless I'm specifically focusing on it in my deck. Didn't really help me all that much. Spiritual Procession is nice for an early easy 3-in-the-air attack though.
- Felidar Sovereign is really hard to pull off.
- The Soul Sisters are fantastic, but not when you're taking more damage than you're recovering.

So I ended up buying some of the cards on my list last night, and I'm happy to know that the ones I ended up choosing match your analysis of what is useful. My deck is now:

67 cards:
Soul's Attendant x4
Soul Warden x4
Martyr of Sands x4
Suture Priest x4
Ajani's Pridemate x4
Nyx-Fleece Ram x2 (I kind of wanted more, but they only had 2 in stock and I'll have to hit up one of the other two nearby stores for the rest)
Vizkopa Guildmage x4 (I'm so glad these were cheap, I think they may be a central card in my deck from now on)
Rune-Tail, Kitsune Ascendant x2 (I feel comfortable at least having 2 of these dudes in here)
Victory's Herald x2 (You have a point, I'll replace them with Sun Titan most likely. But for now, if I can pull it off, it's pretty good. (I never pulled it off last night.))
Felidar Sovereign x1 (I may end up just keeping all 4 of these in my sideboard if I want to tweak the deck to be focused on getting life and life alone, banking on it for victory. He's too expensive to field naturally.)

Orzhov Charm x2 (seems like a lucky ace in the hole if I really need it)
Cradle of Vitality x2 (only had 2 in stock, I kind of want 4. Strictly better replacement for Sunbond, as it allows me to distribute counters freely rather than put all my eggs in one basket and watch it all get demolished.)
Recumbent Bliss x2 (I don't know how I feel about reducing the number of these. Disabling an enemy and gaining life at the same time is kind of core for the deck, but I figured Orzhov Charm could serve the purpose of neutralizing and Nyx-Fleece Ram could serve the purpose of being a recovery wall.)
Spirit Loop x2 (I bought 4, but I am not sure if I need 4 since they constantly return to my hand. But I think they're a fair replacement for Gift of Orzhova, as much as I love the card-- it's faster and pairs well with Vizkopa Guildmage, Since it heals me regardless of whether I attack the player or not, it'll end up dealing direct damage anyway! And double damage if I do end up attacking directly!)
Spear of Heliod x2 (I bought 4, but I wasn't sure if I should include them all or not. This card's great from how I see it, since it allows me to continue preserving my field while picking off creatures dumb enough to deal direct damage to me. And it's a buff at the same time! Very nice.)
Chalice of Life//Chalice of Death x4 (I'm kind of hoping this works out really well. If I pair it with Martyr of Sands and get it out early, it's likely going to be a deciding factor of the game overall. Especially if I manage to get multiple ones out. Instant 5/10/15/20 damage per turn!)

Elspeth, Sun's Champion x1 (If I can get her out, she's a constant token/life generator for the Sisters to play on. And I can use her to nuke away anything 4 power and up-- and unless I have Ajani's Pridemate or Cradle of Vitality buffs going on, that keeps me more or less safe.)

Orzhov Basilica x4 (I dunno how to feel about this, but once I get it going, it seems like it could be super-useful, especially if I can play it early before the opponent gets anything else on the field. Turn 2, I can use a plains to bring out a first or second 1 CMC card (of which there are many), play Basilica, bounce the plains to my hand, and replay it the next turn.)
Scoured Barrens x4 (life gain and white/dark coverage? Very nice.)
Plains x13

Sideboard:
Gift of Orzhova x1 (I can't let them ALL go. Kinda makes me sad.)
Aegis of the Gods x2 (Only if the opponent constantly plays targets me and not my creatures.)
Felidar Sovereign x2 (Lets me change up the strategy a little.)
Spiritual Procession x2 (It is pretty useful...)
Recumbent Bliss x2 (kinda wish I had all 4 in my deck but I don't want to make it too overpopulated...)
Rune-Tail, Kitsune Ascendant x2 (thinned them out, not sure if I want to keep them here or not)
Spirit Loop x2 (Maybe if I really dig the combo with Vizkopa.)
Spear of Heliod (too good to leave behind.)


What do you think of it now? I feel like the deck is too full, but I dunno what else to thin out, especially if I replace Felidar Sovereign and Victory's Herald with Sun Titan. I also really like Unmake and Phyrexian Arena, too. I dunno how heavily I want to push black though, since I only have the equivalent of 8 black mana in the deck via Basilica and Barrens. Grand Abolisher is definitely on my list as well. Sadistic Sacrament looks absolutely devious though, even though I don't think I could ever pull off the kicker-- but it would ruin the opponent if I could.

I appreciate the suggestions-- it's really getting me to step back and consider not just my own setup, but how I can prevent my opponent from ruining mine and setting theirs up.

EDIT: At the card shop last night, someone had left a stack of cards on the table-- it was a bunch of packs they had opened, took the rares out of, and left the rest behind. The manager said I could take them, and it had a card called Touch of Moonglove (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398600) in it. This looks like it could be very useful, too-- just attach it to a pawn and either deal extra direct damage or kill a blocking creature and still deal 2 direct damage.

Path to Exile (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382192) is probably the most efficient white removal I can think of but each copy costs around $8 so you might want to go with something else for now

Depending on how many burn decks you're up against in your local metagame, Kor Firewalker (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194708) looks like an interesting possible sideboard option.

As far as matchups for the deck go, my main concern would be Infect deck since its win condition ignores your life total.

Yeah, Path to Exile is way too expensive. I like it a lot, though. Firewalker would completely disable a couple people I know, but I'd probably sideboard it or something before putting it in for sure.

And yeah, I have no idea how to manage Infect-- the best I can do is hope for a quick kill with my Chalices/Guildmages.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 07, 2016, 06:03:08 PM
No, I dunno what card advantage is. Mind explaining?

Alright, this is an extremely key concept to understanding what choices to make and what cards are good in Magic. I'll do my best to explain it. It's pretty simple but also kind of tricky to explain.

Card advantage is basically what happens when your cards and your opponent's cards cancel out. If you block their 2/2 with a 2/2 both die and nobody got card advantage. If they Doomblade your creature they traded one card for your one card and nobody got card advantage. But if they Doomblade your guy with a Sunbond on it they spend one of their cards to cancel out two or yours and they got +1 card advantage. If they have ten creatures in play, you have two, and you play Day Of Judgment you get +7 card advantage (+10 for killing 10 of their creatures, -2 for killing your own creatures, and -1 for playing Day Of Judgment). If they have 75 creature tokens in play that were all generated by the same Storm Herd (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=247287), there are no other creatures in play, and you kill them all with Pyroclasm nobody got card advantage because you still just cancelled their one card with your one card.

A card like Beacon Of Immortality that doesn't cancel out any of your opponent's cards directly is often just straight-up negative card advantage. However, in some situations, like if your opponent has spent three Lightning Bolts targeting your life total already, it can actually become card advantage because you've used it to cancel cards of their. If they're attacking with creatures every turn instead of hitting your life with one-time effects it usually isn't because it doesn't actually deal with the threats, it just slows them down.

So what does that mean practically? If you've ever gotten to a point in the game where you have few or no cards in hand and on the board and your opponent has a bunch more, it's probably because they've been getting better card advantage than you either throughout the game or at one key moment. This means they now have more options and you're at a serious disadvantage. So if you look for opportunities to squeeze out card advantage wherever possible you can have more cards, which means more options, which means you're probably going to win the game. Not definitely, but probably. This applies both to making choices in-game and choosing which cards to put in your deck. If you're playing a card with inherent card disadvantage you'd better have a good reason for it.

Card quality plays a big role too, so it's often worth it to put yourself at card disadvantage to trade several cards that for whatever reason aren't very important right now for one card that matters a lot. But be careful when you do this, because any situation where you're already putting yourself at card disadvantage can be a potential blowout. For example, if your opponent has a 4/4 creature that's about to kill you and you block it with 4 1/1s, they can use any number of different effects to throw off the math (killing one of your blockers, making their creature bigger, even Unsummon on one of your small guys) to keep their creature and make you lose all or most of yours, which puts you at even bigger disadvantage than the calculated trade you were trying to make.

Does my explanation make sense?

- Auras really do blow, especially when you're facing a green/red land-generating deck that can get out 5-8 CMC cards out in less than three turns, especially when those cards have effects that can target creatures. Can't remember the card's name, but it was an 8/8 that once he got it on the field, the effect was 5 damage to creatures or a player-- and he nuked all of my 1/1s in one shot, clearing the field. He then swept me from there. No bueno.

That sounds like Dragonlord Atarka (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=394546), who notably can't hit players with his comes-into-play effect (so if your opponent did that they cheated).

This guy illustrates a few points I've tried to make recently. For one thing, he's almost always inherently card advantageous. Since he can usually kill at least one thing when he comes into play, and often several things, and your opponent will probably have to spend at least one card to get rid of him, he can often put you at +1 or even more cards. Also, he does something immediately upon entering play, which is a near-requirement for an expensive creature. Unless he gets countered he's probably going to leave a mark on the game even if he gets removed at the earliest possible moment after he's cast. Unlike Victory's Herald there's little chance of casting him and getting nothing for it.

- Rune-Tail's Essence is a fantastic card, but you're right, I don't need four, because getting it in action is difficult unless I have it and Martyr of Sands basically on turn 1. I did once though, and I won that round because it effectively turned all of my 1/1s into 1/∞ in terms of blocking power, which made the Soul Sisters that much more functional as life-generating walls.

It's definitely a matchup-dependent card to some degree, and this sounds like a great matchup for it. A deck that relies on big creatures to win will probably have a very hard time dealing with Rune-Tail.

What do you think of it now? I feel like the deck is too full, but I dunno what else to thin out, especially if I replace Felidar Sovereign and Victory's Herald with Sun Titan. I also really like Unmake and Phyrexian Arena, too. I dunno how heavily I want to push black though, since I only have the equivalent of 8 black mana in the deck via Basilica and Barrens. Grand Abolisher is definitely on my list as well. Sadistic Sacrament looks absolutely devious though, even though I don't think I could ever pull off the kicker-- but it would ruin the opponent if I could.

The deck is definitely too full. As a general rule in Magic you should never have more than 60 cards in your deck. There's always an optimal draw in a given situation, and having more than 60 cards dilutes your chance to get the card you need. Cutting down to 60 can be really hard though, especially when there are even more cards you want to try to squeeze into the deck. I'm not that familiar with Soul Sisters so I'm not sure I could really be helpful in figuring out which cards to cut, but you are ridiculously heavy on one-cost creatures, especially since you don't have many ways to help them hit for much damage. I know that's kind of the concept of the deck so maybe there's nothing to be done for it, but it's pretty weird on paper.

EDIT: At the card shop last night, someone had left a stack of cards on the table-- it was a bunch of packs they had opened, took the rares out of, and left the rest behind. The manager said I could take them, and it had a card called Touch of Moonglove (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398600) in it. This looks like it could be very useful, too-- just attach it to a pawn and either deal extra direct damage or kill a blocking creature and still deal 2 direct damage.

This is another great illustrative card for card advantage. Touch of Moonglove is a bad card for the most part, because it's usually card disadvantageous. Often it comes down to trading two cards (your small creature and Touch of Moonglove) for one opposing card and two life. Usually it would just be better to play a normal removal card because you don't have to also trade one of your creatures, and Touch of Moonglove has no chance of killing an opponent's creature that they keep out of combat. You could get some value out of Touch of Moonglove by targeting a creature that's big enough to survive combat but not big enough to kill the thing it's fighting (Nyxfleece Ram), but for the most part it's just a very inferior removal card with the small upside of two direct damage. How good you think it is will probably depend on how highly you value that damage, but I don't value it very highly.

And yeah, I have no idea how to manage Infect-- the best I can do is hope for a quick kill with my Chalices/Guildmages.

Off the top of my head I want to say your best bet is probably just going nuts with very cheap removal. There are a few kinds of Infect deck, but when they were big the most common one wanted to kill extremely quickly by using Giant Growth-type cards to hit for a ton of poison with your tiny infect creatures in the first couple turns of the game. That kind of strategy is inherently risky because you can just Path To Exile or Dismember their guy in response to the casting of Giant Growth and trade your one removal card for their creature and their powerup spell. If you can pull that off two or so times in a game they'll probably just run out of cards. Slower Infect strategies involving Proliferate and Inkmoth Nexus might be harder to deal with, and are probably a pretty terrible matchup for your deck. I'm not sure those are very common though. Maybe they are.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on February 07, 2016, 06:52:58 PM
Now that I finally found a local scene I've been playing Weiss Schwarz more. And now I'm looking to build a Maki only LL deck RIP wallet :<
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 07, 2016, 07:29:17 PM
It's been my intent for a whole to get a small local Weiss Schwarz thing going locally, but I haven't really gotten around to it. Partly because I don't want to dedicate another night of the week to gaming. I rarely play though even though I sort of buy cards, so finding a group for it would be nice. My roommate's a huge Haruhi fan so I expect him to get deep into that set, which might be a nice way of kickstarting something.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 07, 2016, 07:48:16 PM
Alright, this is an extremely key concept to understanding what choices to make and what cards are good in Magic. I'll do my best to explain it. It's pretty simple but also kind of tricky to explain.

Card advantage is basically what happens when your cards and your opponent's cards cancel out. If you block their 2/2 with a 2/2 both die and nobody got card advantage. If they Doomblade your creature they traded one card for your one card and nobody got card advantage. But if they Doomblade your guy with a Sunbond on it they spend one of their cards to cancel out two or yours and they got +1 card advantage. If they have ten creatures in play, you have two, and you play Day Of Judgment you get +7 card advantage (+10 for killing 10 of their creatures, -2 for killing your own creatures, and -1 for playing Day Of Judgment). If they have 75 creature tokens in play that were all generated by the same Storm Herd (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=247287), there are no other creatures in play, and you kill them all with Pyroclasm nobody got card advantage because you still just cancelled their one card with your one card.

A card like Beacon Of Immortality that doesn't cancel out any of your opponent's cards directly is often just straight-up negative card advantage. However, in some situations, like if your opponent has spent three Lightning Bolts targeting your life total already, it can actually become card advantage because you've used it to cancel cards of their. If they're attacking with creatures every turn instead of hitting your life with one-time effects it usually isn't because it doesn't actually deal with the threats, it just slows them down.

So what does that mean practically? If you've ever gotten to a point in the game where you have few or no cards in hand and on the board and your opponent has a bunch more, it's probably because they've been getting better card advantage than you either throughout the game or at one key moment. This means they now have more options and you're at a serious disadvantage. So if you look for opportunities to squeeze out card advantage wherever possible you can have more cards, which means more options, which means you're probably going to win the game. Not definitely, but probably. This applies both to making choices in-game and choosing which cards to put in your deck. If you're playing a card with inherent card disadvantage you'd better have a good reason for it.

Card quality plays a big role too, so it's often worth it to put yourself at card disadvantage to trade several cards that for whatever reason aren't very important right now for one card that matters a lot. But be careful when you do this, because any situation where you're already putting yourself at card disadvantage can be a potential blowout. For example, if your opponent has a 4/4 creature that's about to kill you and you block it with 4 1/1s, they can use any number of different effects to throw off the math (killing one of your blockers, making their creature bigger, even Unsummon on one of your small guys) to keep their creature and make you lose all or most of yours, which puts you at even bigger disadvantage than the calculated trade you were trying to make.

Does my explanation make sense?

Yeah, that makes sense, I think. I'll try to demonstrate my understanding in a moment and you can tell me if I get it or not.

Quote
That sounds like Dragonlord Atarka (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=394546), who notably can't hit players with his comes-into-play effect (so if your opponent did that they cheated).

This guy illustrates a few points I've tried to make recently. For one thing, he's almost always inherently card advantageous. Since he can usually kill at least one thing when he comes into play, and often several things, and your opponent will probably have to spend at least one card to get rid of him, he can often put you at +1 or even more cards. Also, he does something immediately upon entering play, which is a near-requirement for an expensive creature. Unless he gets countered he's probably going to leave a mark on the game even if he gets removed at the earliest possible moment after he's cast. Unlike Victory's Herald there's little chance of casting him and getting nothing for it.

Atarka, that's the one. Yeah, maybe I misunderstood it-- I don't think he ever attacked me directly with it-- but he did consistently wreck my field with him.

Quote
It's definitely a matchup-dependent card to some degree, and this sounds like a great matchup for it. A deck that relies on big creatures to win will probably have a very hard time dealing with Rune-Tail.

Yeah, it worked really well-- but it mattered not when Atarka came onto the field. Salt was produced.

Quote
The deck is definitely too full. As a general rule in Magic you should never have more than 60 cards in your deck. There's always an optimal draw in a given situation, and having more than 60 cards dilutes your chance to get the card you need. Cutting down to 60 can be really hard though, especially when there are even more cards you want to try to squeeze into the deck. I'm not that familiar with Soul Sisters so I'm not sure I could really be helpful in figuring out which cards to cut, but you are ridiculously heavy on one-cost creatures, especially since you don't have many ways to help them hit for much damage. I know that's kind of the concept of the deck so maybe there's nothing to be done for it, but it's pretty weird on paper.

All right, well. How about this, then? I whittled it down to 60 cards, though I think I may want to still manage to get more Orzhov Charms, Cradles of Vitality, Spears of Heliod, and Sun Titan as well in there, somehow. Not SURE how, but somehow.

I removed, from the previous deck list:
Victory's Herald x2
Felidar Sovereign
Suture Priest x2
Rune-Tail, Kitsune Ascendant
Ajani's Pridemate

Taking what you explained to me about card advantage and getting your mana's worth out of cards, Herald was an easy drop, and Felidar Sovereign won't serve me well unless I'm running a deck specifically tailored to do nothing but blast life sky-high and be able to support Sovereign until the winning upkeep. Suture Priest is a wonderful card, but if we're talking card advantage, it's more or less a more expensive Soul Sister and doesn't make that huge of a difference to the opponent unless I have multiples on the field, which seems to be an uncommon occurrence. Rune-Tail seems to be a low card advantage card, despite being a great enchantment. It doesn't get me any closer to winning, it just helps me stall, which can be useful, not not always. And Ajani's Pridemate is easily blocked. Great card, but takes a while to set up unless I'm in absolutely ideal conditions. That, and Cradle of Vitality can essentially turn any card into a better Pridemate.

Meanwhile, I may have to rethink everything once Sun Titan enters the mix, because he can bring back almost ANY card in my deck, since I'm keeping costs low. So I can keep bringing back Vizkopa or Martyr (which is already a deadly combo between the two of them), or bring back Rune-Tail to help me stall and bring MORE cards back, which results in more healing if I have Sisters on the field.

In addition to that, more Orzhov Charms would not only let me wreck the field, but it can also bring back Martyr, which is always, always a good thing.

Quote
This is another great illustrative card for card advantage. Touch of Moonglove is a bad card for the most part, because it's usually card disadvantageous. Often it comes down to trading two cards (your small creature and Touch of Moonglove) for one opposing card and two life. Usually it would just be better to play a normal removal card because you don't have to also trade one of your creatures, and Touch of Moonglove has no chance of killing an opponent's creature that they keep out of combat. You could get some value out of Touch of Moonglove by targeting a creature that's big enough to survive combat but not big enough to kill the thing it's fighting (Nyxfleece Ram), but for the most part it's just a very inferior removal card with the small upside of two direct damage. How good you think it is will probably depend on how highly you value that damage, but I don't value it very highly.

Aah, I get it. It won't really serve me well without more defensive cards in the deck, otherwise it'd be a waste.


Quote
Off the top of my head I want to say your best bet is probably just going nuts with very cheap removal. There are a few kinds of Infect deck, but when they were big the most common one wanted to kill extremely quickly by using Giant Growth-type cards to hit for a ton of poison with your tiny infect creatures in the first couple turns of the game. That kind of strategy is inherently risky because you can just Path To Exile or Dismember their guy in response to the casting of Giant Growth and trade your one removal card for their creature and their powerup spell. If you can pull that off two or so times in a game they'll probably just run out of cards. Slower Infect strategies involving Proliferate and Inkmoth Nexus might be harder to deal with, and are probably a pretty terrible matchup for your deck. I'm not sure those are very common though. Maybe they are.

Hmm. It may just be a bridge I need to cross once I reach it.




Ultimately, I think I'm tailoring this deck to favor passive direct damage while bolstering my health rather than attacking directly, though it provides options for me to do so via using Pridemate/Cradle+Martyr on something for strong attacks, or Orzhov Charm/Spear of Heliod/Recumbent Bliss for crowd control, and even Elspeth in a pinch, since nothing in the deck has more than 4 power naturally-- so I can wipe the field and just attack directly-- and if I have any lifelink/spirit loop stuff going on, Vizkopa will bring that to a quick end. But the core damage would come from Vizkopa's passive damage (and I can activate it on both my turn and the opponent's, correct? This would help bolster the loss of Suture Priest) and Chalice damage.

Am I grasping this better?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 07, 2016, 08:34:25 PM
Ultimately, I think I'm tailoring this deck to favor passive direct damage while bolstering my health rather than attacking directly, though it provides options for me to do so via using Pridemate/Cradle+Martyr on something for strong attacks, or Orzhov Charm/Spear of Heliod/Recumbent Bliss for crowd control, and even Elspeth in a pinch, since nothing in the deck has more than 4 power naturally-- so I can wipe the field and just attack directly-- and if I have any lifelink/spirit loop stuff going on, Vizkopa will bring that to a quick end. But the core damage would come from Vizkopa's passive damage (and I can activate it on both my turn and the opponent's, correct? This would help bolster the loss of Suture Priest) and Chalice damage.

Am I grasping this better?

It sounds like you're grasping it, yes.

I'm always a little unsure about how much I like Suture Priest. It sees a fair amount of play in Commander where token strategies are common, so it might be worth keeping all four copies around on your sideboard so you can swap them in if you play against a token-heavy deck. Modern tokens seems like it relies more on making a handful and powering them up than Commander tokens which tries to spew out dozens and dozens of individual creatures, so maybe it wouldn't be as effective there.

It sounds like you've come to the conclusion that Chalice Of Life is your win condition to some degree, and I'm inclined to agree. That sounds like it should work. It definitely has a lot of drawbacks, since it probably won't help you if you're already doing badly, but the payoff is so big that you have to try it. I'm just not sure how many copies is good. Drawing several of them, especially in an opening hand, probably isn't great. But you definitely want one, and I guess two life Chalice Of Deaths in play at once would be like the scariest thing ever, so maybe the full four is the way to go. Worth messing around with.

And yes, you can activate Vizkopa Guildmage on your opponent's turn. You can always use activated effects (an activated effect is formatted "cost: effect" at instant speed unless the card tells you otherwise).
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 07, 2016, 09:01:12 PM
Hmm. It may be worth it to just keep Orzhov Basilica+Plains always open so I can constantly do damage with Vizkopa. It may slow down my rate of using mana, but it would let me play on the offensive to keep drawing cards to prepare for a kill shot with Martyr+Vizkopa.

On an unrelated note, are there cards that allow me to untap tapped artifacts? Because if I could get two Chalice shots off in one turn, that'd be very advantageous.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 07, 2016, 09:18:02 PM
Yes, tons, but most of them are blue. Untapping artifacts is typically part of blue's domain. There are a handful of colorless options though. Off the top of my head Voltaic Key (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=206332) is probably the best fit, with Galvanic Key (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=48399) as an interesting but way less efficient option. Unwinding Clock (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=218079) doesn't cost mana to activate and works better with multiple Chalices (and even better in multiplayer). None of these seem very good for your deck though unfortunately, since they don't do much at all unless you have a Chalice. Technically they work with Spear Of Heliod, just not well since you'd have to have a ton of mana to activate it twice. If you splashed blue you would open yourself up for cards with more general uses, but that's a whole different can of worms.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 07, 2016, 09:27:06 PM
Hmm. I'll have to keep it in mind. After all, blue is my second strongest color right now. Maybe if I had a deck that revolved around artifact damage, it'd be a stronger choice...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on February 12, 2016, 05:01:22 PM
So I managed to trade into a copy of Ezuri, Claw of Progress and I'm trying to figure what kind of deck I want to build around him. I'm thinking of focusing heavily on creatures that are hard to block such as flyers/Benthic Infiltrator/Blighted Agent, stuff that's hard to remove like hexproof creatures, and stuff that profits from having a ton of counters on it like Hangarback/Servant of the Scale/Arcbound creatures.

The main thing I need to work on is getting some mana sources together for this.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 12, 2016, 05:10:55 PM
Are you talking Commander? I like Ezuri a lot in Commander. U/G is very strong if you support it with the right colorless removal. The U/G Ezuri deck primarily wants to have as many utility creatures as possible, especially if they draw you cards. Mulldrifter and Elvish Visionary are perfect, and always lean toward playing your Acidic Slimes and Sakura-Tribe Elders over Naturalize or Rampant Growth and you should be good-ish.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on February 12, 2016, 09:09:16 PM
Are you talking Commander? I like Ezuri a lot in Commander. U/G is very strong if you support it with the right colorless removal. The U/G Ezuri deck primarily wants to have as many utility creatures as possible, especially if they draw you cards. Mulldrifter and Elvish Visionary are perfect, and always lean toward playing your Acidic Slimes and Sakura-Tribe Elders over Naturalize or Rampant Growth and you should be good-ish.
My Acidic Slime and Sakura-Tribe Elder are in my Mazirek/Meren deck since they synergize better with that, but I could probably put stuff like Wood Elves and Reclamation Sage in the Ezuri deck since they synergize with his ability. What I'm hoping for is a deck which uses utility creatures to accumulate power and then directs it into creatures that are hard to stop or get rid of.

Stuff in my collection that's on the short list to go in. Kind of a mishmash since I only traded for the single instead of getting the preconstructed UB deck:

-Abzan Beastmaster (draws an extra card per turn if I control the strongest creature)
-Benthic Infiltrator (unblockable creature, mills)
-Caustic Caterpillar (acts as a small body and enchantment/artifact removal)
-Gladecover Scout (small hexproof creature)
-Gyre Sage (mana source)
-Halimar Tidecaller (lets me recycle Awaken spells that I want to put in the deck)
-Hangarback Walker (synergizes with Ezuri)
-Hardened Scales (improves effectiveness of Ezuri's ability)
-Lumbering Falls (UG dual land that becomes a hexproof creature)
-Overwhelming Stampede (makes creatures big)
-Slip Through Space (makes a creature unblockable and draws a card)
-Sphinx of the Final Word (just a huge pain to deal with)
-Stampeding Elk Herd (enables trample)
-Plated Crusher (big hexproof creature)
-Reclamation Sage (enchantment/artifact removal)
-Rogue's Passage (makes creatures unblockable)
-Surrak, the Hunt Caller (gives creatures haste)
-Thopter Spy Network (synergizes with Hangarback Walker and mana sources like signets)
-Tuskguard Captain (enables trample)
-Unity of Purpose (really fun tempo effect)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 12, 2016, 09:37:36 PM
Acidic Slime and Sakura-Tribe Elder are both sub-$1 cards, it's probably worth hunting down extra copies so you can run them in both.

That's pretty much the game plan in every Ezuri deck I've ever seen. It also might be worth including some "counters matter" stuff like Novijen Sages, Arcbound Reclaimer, Lifeblood Hydra, etc etc etc. There are like a million cards that fit that theme, and many of them can start small enough to trigger Ezuri as well.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on February 12, 2016, 09:50:58 PM
Acidic Slime and Sakura-Tribe Elder are both sub-$1 cards, it's probably worth hunting down extra copies so you can run them in both.

That's pretty much the game plan in every Ezuri deck I've ever seen. It also might be worth including some "counters matter" stuff like Novijen Sages, Arcbound Reclaimer, Lifeblood Hydra, etc etc etc. There are like a million cards that fit that theme, and many of them can start small enough to trigger Ezuri as well.
Would Managorger Hydra be good here? I have a bunch and that "gets a counter whenever a spell is cast" looks like it could get absolutely ludicrous in a multiplayer game
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 12, 2016, 09:58:29 PM
Yeah sure, why not?

I have a similar-ish deck built around Vorel Of The Hull Clade that's probably my most effective Commander deck and I don't run Managorger in that. Space is extremely tight because there are do many compatible creatures, so I really only run creatures that are either high-utility or hard to kill (preferably in the form of a useful death trigger like Lifevlood Hydra or Hooded Hydra). Being huge alone is not really good enough in my opinion.

That said, I've been absolutely wrecked by Managorger Hydra before. It's not a bad card by ANY means, so I say try it. You might find yourself cutting it for something sturdier some day, or being fast and cheap might turn out to be more valuable for Ezuri than it is for Vorel.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 15, 2016, 07:25:37 PM
http://magic.wizards.com/en/articles/archive/news/announcing-eternal-masters-2016-02-15

Eternal Masters announced. Looks like lots of old cards are getting reprints.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 15, 2016, 08:12:38 PM
It's notable that those two cards they showed there are astronomically expensive right now, in the range of hundreds of dollars each (and terrifyingly they were both uncommons previously). It'll be interesting to see what this does to their prices.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 15, 2016, 08:45:37 PM
I'm just hoping they are bringing back some of the more expensive pieces of my Soul Sisters deck that I need but don't want to buy.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 15, 2016, 09:01:23 PM
Which pieces are those? I'm guessing probably not since the suggestion seems to be that this set will be all pre-Modern cards. They don't actually say that anywhere though, so maybe it'll just be mostly pre-Modern with some newer cards. I could be wrong, but I believe Soul Sisters is mostly a Modern deck and doesn't really have a presence anywhere else. Swords To Plowshares seems like an obvious reprint, but is it even legal in Modern?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: yuyukos on February 15, 2016, 09:16:04 PM
It's notable that those two cards they showed there are astronomically expensive right now, in the range of hundreds of dollars each (and terrifyingly they were both uncommons previously). It'll be interesting to see what this does to their prices.
I wouldn't consider Force nor Wasteland "astronomically expensive right now," even compared to other "eternal" staples; Force of Will has been holding at ~$100 average and $60-70 low, and Wasteland has been in steady decline. These 2 were probably chosen because of iconic reasons relevant to the formats supported by this set. These are 2 cards that players think of as necessary for playing in Legacy and Vintage, and are also considered Cube staples.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 15, 2016, 09:39:57 PM
I wouldn't consider Force nor Wasteland "astronomically expensive right now," even compared to other "eternal" staples; Force of Will has been holding at ~$100 average and $60-70 low, and Wasteland has been in steady decline. These 2 were probably chosen because of iconic reasons relevant to the formats supported by this set. These are 2 cards that players think of as necessary for playing in Legacy and Vintage, and are also considered Cube staples.

Oh shit, really? I thought Force was ~$300 and Wasteland was ~$150. I certainly don't know my Legacy prices, but I'm surprised to hear that. Fair enough. That's low enough that I could see reprints not actually mattering that much.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 16, 2016, 04:13:45 AM
Upon better understanding, I probably won't see any of the cards I need for Soul Sisters, like Serra Ascendant, Ranger of Eos, and Path to Exile.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on February 16, 2016, 06:20:55 PM
I wouldn't consider Force nor Wasteland "astronomically expensive right now," even compared to other "eternal" staples; Force of Will has been holding at ~$100 average and $60-70 low, and Wasteland has been in steady decline. These 2 were probably chosen because of iconic reasons relevant to the formats supported by this set. These are 2 cards that players think of as necessary for playing in Legacy and Vintage, and are also considered Cube staples.
Wasteland has been helped by coming back via the Expedition lands in Oath, and I don't see Force of Will going down in price very much because a) it's a key card for Legacy/Vintage and b) it's a mythic rare card in a set with a limited print run. Considering Tarmogoyf's price wasn't really affected by either Modern Masters reprint, I don't have much hope.

Personally I'm hoping for some reprints of Modern cards with Legacy applications, such as Life from the Loam or the enemy-color fetch lands as regular rares
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 16, 2016, 06:30:20 PM
Some people have said that Tarmogoyf and other Modern staples didn't drop much (or at all, or they went up) from the reprints because Modern Masters got more people into Modern, which increased the demand as well as the supply. I can see that happening here.

Personally I'm hoping for no Modern reprints, but I could see it going either way. I'm anticipating a lot of Legends reprints. I didn't realize the fucking Reserve List was quite as far-reaching as it is though, that's going to make this tricky. I was really hoping for a Chains Of Mephistopheles reprint.

Oh yeah, and I hadn't noticed Life From The Loam was up again. That's one of those cards I buy a bunch of every time it falls out of favor and tanks (along with Vesuva and Crucible Of Worlds, and probably soon Splinter Twin as well) and sell them when Modern shakes up and they go back up. Think I should sell now or keep holding on to them?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 16, 2016, 07:54:58 PM
What is the reserve list?

Also I just noticed this costs 9.99. Why does it cost as much as three packs of any other set?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Jq1790 on February 16, 2016, 08:04:54 PM
http://archive.wizards.com/magic/tcg/article.aspx?x=magic/products/reprintpolicy

It seems it's a list of cards that are never, under any circumstances, going to be reprinted in a form intended to be playable, nor will any functionally-identical cards be released.  This list will not be added to or subtracted from according to the words on the page there.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 16, 2016, 08:09:59 PM
The reserve list is this weird pact that Wizards made many years ago to appease Magic speculators who were mad that reprints were dropping the value of old, rare cards. It's a list of cards that Wizards has vowed never to reprint so that they won't ever "artificially" drop in value. It's widely regarded now as a shitty and regrettable concession, but there's nothing Wizards can do about it now unfortunately.

These reprint sets (Modern Masters I and II previously) are always priced high because everyone knows they're going to sell out regardless. In theory they cost a lot because they'll contain enough super-expensive cards to make the investment worth it.


Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Jq1790 on February 16, 2016, 08:11:33 PM
Personally I think people who get mad at things dropping in value should grow up and find something ELSE to whine about since it's a game first and foremost, but alas.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 16, 2016, 08:34:07 PM
I think you'll find very few people who will publicly disagree with that semtiment at this point, and certainly nobody at Wizards. It was a different time I guess and we hadn't really nailed down what a CCG is yet. They were probably honestly afraid sales would tank or they wouldn't have made such a massive concession. It's probably a safe bet that nothing like that will ever happen again now that priorities have become much more clear.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 16, 2016, 08:39:58 PM
The high prices are kind of conducive to un-fun-ness, I have to say. I mean, I understand supply and demand is a thing, but just reprint the fucking cards, don't lock them down :(


Meanwhile, I made a fun milling deck yesterday in its entirety for less than the cost of an intro deck. Midnight Guard + Retraction Helix with Altar of the Brood, and infinitely recycle an Ornithopter to mill the opponent's deck in one shot. The rest of the cards are deck thinners and counter spells.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Ionasal kkll Solciel on February 16, 2016, 11:44:15 PM
So anyone who really cares about it has almost certainly already heard about it and/or already has put money down for it, but David Sirlin is making yet another Kickstarter project (https://www.kickstarter.com/projects/sirlin/codex-2?ref=nav_search), this time for a deckbuilding game called Codex. With around half of the campaign left, he's already raised over twice his funding goal.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on February 17, 2016, 05:43:20 AM
Personally I think people who get mad at things dropping in value should grow up and find something ELSE to whine about since it's a game first and foremost, but alas.
Well MTG speculators are also the people who indirectly popularized Bitcoin so uh

Even in the case of cards they haven't contractually forbidden themselves from reprinting, WoTC lets itself be way too beholden to the secondary market at times. I can handle the Masters sets being sold at double price, but releasing them in limited print runs doesn't actually solve the problem of demand outstripping supply for key staples, especially when they're released at mythic rarity like Tarmogoyf was before or Force of Will is intended to be

On the other hand, this would be a good opportunity to reprint some old cards based on their current errata'd versions, so I can't wait to see how that turns out
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 19, 2016, 10:11:40 AM
I'm starting to consider making an actual serious deck for once, and I'm thinking it's gonna be an angel deck.

But there's just so many and their CMC is so high. Maybe I could run Myr stuff as a mana ramp in early game???
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Jq1790 on February 19, 2016, 01:38:20 PM
Heh, was playing with a friend with some of his decks(not an active player myself but I dont mind playing if others provide cards), and was hit by infinity comets for infinity damage. It was hilarious.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 19, 2016, 02:13:04 PM
I'm starting to consider making an actual serious deck for once, and I'm thinking it's gonna be an angel deck.

But there's just so many and their CMC is so high. Maybe I could run Myr stuff as a mana ramp in early game???

I don't think there's really such a thing as a "serious angel deck" right now. The only time you'll ever see a serious themed deck is when there are a number of powerful cards supporting that theme, and thst just doesn't exist right now for angels. Maybe once Return To Innistrad comes out we'll see more.

I'm guessing your best bet is white control that uses high-quality angels as win conditions. You could try some kind of mana ramp, but white ramp isn't usually a thing just because it doesn't have a ton of tools.

Or you could make an angel-based Commander deck... That should work. Big fat fliers are good in Commander, a lot of angels have relevant effects, it will honestly probably be much cheaper than building a competitive deck, and you can usually get away with playing a handful of bad cards just for goofs. Do you know if Commander is a thi g where you play?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 19, 2016, 04:25:21 PM
It was my shopkeep's angel commander deck that inspired me, honestly. Amazing art and delightful lockdown control abilities. How could I say no?

But if there's no place for them in Modern, how should I go about making white control? (I'm fine with diversifying colors too.)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on February 19, 2016, 06:17:56 PM
A popular option for white control is the "death and taxes" build that relies on effects that raise mana costs for your opponent to do pretty much anything, but a lot of the key pieces in the deck are $10+.

Another option for control is to take advantage of lockdown abilities that prevent attacking/blocking; things like Pacifism (http://magiccards.info/m14/en/25.html) and Azorius Arrester (http://magiccards.info/rtr/en/5.html) can really slow down an opponent while cards like Oblivion Ring (http://magiccards.info/mm2/en/29.html) and Stasis Snare (http://magiccards.info/bfz/en/50.html) let you get rid of things more permanently.

If you want to go into a second color, blue is probably the best to pair with for a control build. Reflector Mage (http://magiccards.info/ogw/en/157.html) is a recently-printed uncommon with a pretty potent ability, and things like Unsummon]http://magiccards.info/m13/en/75.html]Unsummon (http://magiccards.info/m13/en/75.html) let you gain control of the game over time.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 22, 2016, 01:06:50 AM
But if there's no place for them in Modern, how should I go about making white control? (I'm fine with diversifying colors too.)

Sorry I didn't answer this earlier, I don't really know enough about Modern to actually answer it. My best guess is start with 4x Supreme Verdict (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=253512) and go from there. :V

I've been doing a lot of Commander tinkering lately. My Skullbriar, The Walking Grave (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=236485) deck was pretty sketchy when I made it, but the release of Thief Of Blood (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405419) and the growing popularity of Aether Snap (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389425) in my group has completely killed it off as far as I'm concerned. So I took it apart and now I have a slot for another Commander deck. I really liked black/green so I wanted another one of those. Options are limited, but I've decided I really like Mazirek, Kraul Death Priest (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405295). Just finished building around him and ordered a handful of cards for the deck, so I'm interested to see how it turns out.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on February 22, 2016, 06:50:38 AM
Mazirek's pretty fun when it has opportunities to go off; the fact it can go off from fetch lands is absolutely hilarious to me.

Meanwhile, I've decided my initial foray into Modern is going to be with a mono-green stompy/devotion build. The decklist I've planned out:

4x Avatar of the Resolute (http://magiccards.info/dtk/en/175.html)
4x Experiment One (http://magiccards.info/c15/en/184.html)
4x Leatherback Baloth (http://magiccards.info/wwk/en/107.html)
4x Strangleroot Geist (http://magiccards.info/dka/en/127.html)
4x Young Wolf (http://magiccards.info/dka/en/134.html)
4x Aspect of Hydra (http://magiccards.info/bng/en/117.html)
3x Collected Company (http://magiccards.info/dtk/en/177.html)
4x Prey Upon (http://magiccards.info/ddl/en/62.html)
4x Rancor (http://magiccards.info/ddagvl/en/15.html)
4x Vines of Vastwood (http://magiccards.info/mm2/en/168.html)
3x Oran-Rief, the Vastwood (http://magiccards.info/c15/en/297.html)
18x Forest
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Aya Reiko on February 22, 2016, 11:32:40 PM
Bought a Fate Reforged Fat Pack for $30.

Four packs in, this show up (http://magiccards.info/frf/en/1.html).
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 23, 2016, 02:59:43 PM
So I picked up MTGO for the sake of testing builds and such before going out and buying the actual cards. I ended up making a fairly cheap deck (-5 TIX) of Myr and Eldrazi cards and just demolished the opponent by overwhelming them, setting up an infinite mana system, and taking their life from 20 to 0 with a well-placed Banefire.

...man, I gotta make this deck irl. Most of the cards are stupid cheap.

edit: yep

fun deck

(https://i.imgur.com/7a9lHSe.jpg)

props to the dude i played too for being a good sport during the ~5 mins I took to get everything out on the field because you can't just imply infinite mana in the game like you can irl
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 26, 2016, 04:35:40 AM
I have acquired cards for and assembled a new deck for FNM funtimes, based on my MTGO deck.

Gold Myr x4
Iron Myr x4
Palladium Myr x4
Myr Galvanizer x4
Myr Battlesphere x4
Myr Welder x1
Artisan of Kozilek x2
Indomitable Archangel x1

Mirrorworks x4
Banefire x3
Fireball x4
Tempered Steel x4
Coat of Arms x1

Tomb of the Spirit Dragon x4
Mountain x8
Plains x8

It's so beautifully simple and works so well, and it works on this main idea, but is overall flexible:
Get Mirrorworks on the field. More than one, if possible, because the second can be duplicated.
Mirrorworks can be used to duplicate any artifact in the deck-- so it can duplicate Myrs I put on the battlefield (effectively doubling my potential mana pool if Galvanizer isn't available), or just outright duplicate Galvanizer for instant combo. Hilarity ensues if I have Coat of Arms, as well.
The main combo, however, revolves around mana ramping or infinite mana combos.
Palladium Myr or 2 Gold/Iron Myr + 2 Myr Galvanizers = Infinite Mana
This can be used for following moves, in order of priority:
-Banefire: Uncounterable win condition as long as the infinite mana combo is intact
-Fireball: Counterable, but win condition that can also completely wipe the field otherwise
-Bring out all cards in my hand onto the field, including Artisan of Kozilek for high damage/annihilator, Myr Battlesphere-- which can be duplicated for doublecast and instant 8 myr tokens-- and even more if I have multiple mirrorworks on the field, or Indomitable Archangel, who gives all artifacts shroud, to ensure they can't be countered or killed as long as she is on the field.

Also: Mirrorworks + Coat of Arms + Myr Battlesphere = hilarity. Mirrorworks duplicates both cards if I can afford the mana cost-- thus, Coat of Arms is doubled and Battlesphere is doublecast as well-- giving me 2 Battlespheres and 8 Myr Tokens-- and thus, while one Coat of Arms would provide +9/+9 to all 10 of those, two would mean it's duplicated to +18/+18-- and more added if there are additional myr already on the field. So even if this is all I have, all those little tokens went from 1/1 to 19/19. I love it.

Tempered Steel is there to supplement Myr stability as well, giving them all +2/+2.

Tomb of the Spirit Dragon is there for stalling purposes. Put out a lot of Myr, and tap every turn for nice life recovery.

Cards I'll be buying soon to supplement:
Myr Turbine x4 (definitely getting these-- it'll allow me to constantly pump Myr Tokens on the field and tap them to search for pieces of the Infinite Combo. Even better when duplicated!)
Myr Reservoir (Maybe? Would work nicely with Mirrorworks for mana provision, and would allow me to bring back dead Myrs if someone gets smart and breaks my combo)
Dispatch (with metalcraft, it's a one-drop exile. Very nice!)

Sideboard (WIP):
Oblivion Ring x4 (Probably unnecessary once I get Dispatch)
Windborn Muse x2 (Useful if they're playing a fast deck)
Welding Jar x1 (I need more of these...)
Lodestone Myr x1 (Potential win condition, but less reliable than just blasting with fire)
Endless One x1 (Infinite Mana = Infinite Power/Infinite Toughness, but easily blocked or countered)
Breaker of Armies x2 (Field management)
Spear of Heliod x2 (Creature buff and enemy destruction, but kinda pricey for when I would need it most)
Victory's Herald x2 (mostly for hilarity. Manaramp into casting, then sweep with flying lifelink myrs if I have a lot of them. Not very reliable though...)


Thoughts? I think it may be super fun overall, especially once I get some Turbines and throw them in the mix.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 26, 2016, 05:04:20 AM
I can't comment on the deck too much. Combo decks are so outside of my purview (I prefer smashing dudes with a pile of Worldspine Wurms or something over combos), but to me it looks like you've got a severe lack of card draw. I don't know, I don't even really play Magic anymore, I only play sealed and Commander so maybe that's totally normal, but for a combo deck it seems like you'd want a lot of card filtering.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 26, 2016, 08:38:05 AM
I can't comment on the deck too much. Combo decks are so outside of my purview (I prefer smashing dudes with a pile of Worldspine Wurms or something over combos), but to me it looks like you've got a severe lack of card draw. I don't know, I don't even really play Magic anymore, I only play sealed and Commander so maybe that's totally normal, but for a combo deck it seems like you'd want a lot of card filtering.

It's a potential risk, yeah-- but in practice it's really not too bad. So many of the cards overlap in use that it's pretty likely I can pull off some form of a combo. Gold and Iron Myrs are pretty much the same, and if Mirrorworks is in effect, bringing out one is functionally similar to bringing out one Palladium. Banefire and Fireball are also functionally similar, serving more or less the same purpose. Myr Welder can fill in for any Myr that I don't have at the time-- if it was killed, at least.

I just don't know what I'd drop for card draw without losing utility overall.

EDIT: I just solitaire'd for a while and was finding myself getting really nice combos consistently around the turn 5-6 mark. That's nothing amazing to be sure, but still, even without always hitting the instant win conditions, I'm setting up solid defenses-- ones that will only be more so if I can get some Turbines out on the field.

Meanwhile, I came across this as well: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=47450

Myr Incubator would be the ultimate risk-reward deck thinner. I could just exile all the artifacts I don't necessarily need, and then put that many tokens on the field. If I already have a Galvanizer or some Tempered Steel on the field, all of those tokens are powered up. At the very least, it would buy me some time by blocking attacks until I get something better out.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 26, 2016, 02:40:37 PM
Regarding card draw and losing utility, one of the functions of card draw,is to effectively reduce the number of cards in your deck. If you have four Gitaxian Probes and four Street Wraiths you effectively have a 52-card deck (and a lot less life), which means theoretically you don't need redundancy. It's now much easier to draw the cards you need at any given time. The same thing is basically true of cheap non-free card filtering as long as you don't need the mana for something else.

I'm not saying you should cut anything or add anything particular, but keep in mind that card draw or even Scry concentrates and enhances the utility you do have. It's usually not too damaging to lose a little utility or redundancy for it.

You would also probably need to splash a third color for it too, which would probably cost you a ton for a good mana base.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 26, 2016, 03:02:48 PM
Technically, if I dial down the white in the deck, I could splash blue and put in Drift of Phantasms like I do in a different deck-- which can be transmuted into any 3-drop. Toss one of those suckers out and I can straight up search my deck for the vital Palladium or Galvanizer Myrs. Who needs deck thinning when you can straight up dig for the card? I also use Taigam's scheming in that other deck, which is basically a scry 5 that lets me reorganize and put unneeded cards in the graveyard.

Indomitable Archangel and Tempered Steel, while great, are not 'vital'. I could drop those and the Gold Myrs for Silver Myrs and Taigam's Scheming and Drift of Phantasms, and drop the Plains for Islands. How does that sound?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 26, 2016, 03:08:17 PM
No idea. Worth a try though. If you don't like it you can always change back.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 28, 2016, 03:01:13 AM
Commander has been really pissing me off lately. For quite a while my group was pretty stable, but we recently added two extra people and both of them are horrible at Magic, which can be a really bad thing in Commander. For both of them their first reflex every time they see anything that they think might threaten them at any point in the game is just to wipe the board.

Board wipes are obviously really good in Commander, it's kind of a defining feature of the format, but just one player using them incompetently is basically just going to accidentally kingmake for the player who has the best draw engine every single time (and drag every game out to being ridiculously long in the process). And the player who has the best draw engine is usually blue, and blue is already the best color by a mile because the Commander rules team favors it and refuses to ban degenerate blue cards because they want blue to be better than everything else.

To make matters worse, because there's so much going on in Commander it's easy for bad players to assume that they're losing because of other people's decisions, which means they never learn anything. I wish I could just kick these two new players out of the group, but that's not possible, so I guess Commander is just going to be slow and lopsided until they figure out what they're doing wrong or I can figure out how to exploit their consistent bad decisions.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on February 28, 2016, 05:34:36 AM
Commander has been really pissing me off lately. For quite a while my group was pretty stable, but we recently added two extra people and both of them are horrible at Magic, which can be a really bad thing in Commander. For both of them their first reflex every time they see anything that they think might threaten them at any point in the game is just to wipe the board.
Blood Artist/Falkenrath Noble/Zulaport Cutthroat. If a lot of things are going to die, you should at least profit off of it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 28, 2016, 05:45:02 AM
I do run Blood Artist in the deck I was playing tonight, but I never drew it.  I think I have an extra Zulaport Cutthroat somewhere I can add.

A significant part of that deck (my Mazirek deck) is creatures with death triggers. I went through Hooded Hydra, Symbiotic Wurm, that guy who makes an Eldrazi Scion when something dies, and Fresh Meat, but the board wiped so often that I only get two attacks in totaling like a dozen damage in the entire first game. It's not like I'm not building my decks to be durable, but fucking christ, there's a certain level that's just impossible to keep up with. I think I just need to put every Blood Artist and Massacre Wurm effect I can find in every deck at this point.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 28, 2016, 06:50:47 AM
So I played the white/red Myr deck at FNM last night. Won two rounds; one of them ended up in a 30 minute lecture about why infinite combos are cheap and boring and how I'm awful for using them.

Clearly I must be doing something right.


That said, it's still too slow, so I've been working on implementing better combos and card draw into the deck. After going on kiiiind of an unreasonable shopping spree, this (http://tappedout.net/mtg-decks/myr-mirrorworksmana-ramp-wip/) is what I have come up with. I have no idea how to build this; it's just way too many cards that I like too much and I don't know what to main/side/drop. orz
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 28, 2016, 07:17:51 AM
I do kind of think they're boring, but that's a personal preference. If infinite combos are working correctly they don't really interact with your opponent that much, which means you're basically doing the same things every game regardless of what you're playing against, and I find that that becomes boring really quickly. But if you like doing it, fair enough. I know a lot of people do.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Yukarin on February 28, 2016, 10:16:46 AM
If you have a Magic card on hand, flip it over and connect the five colored dots in the middle of the card. The lines will form a pentagram that explains the relationships between the colors. Adjacent colors on the pentagram are allies and tend to work well together and cover each-other's weaknesses. The colors that aren't adjacent which form the star of the pentagram are enemies and tend to have stranger (although still viable) results when combined.

....

THIS BLEW MY MIND

My god everything makes so much sense now.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 28, 2016, 07:44:44 PM
I do kind of think they're boring, but that's a personal preference. If infinite combos are working correctly they don't really interact with your opponent that much, which means you're basically doing the same things every game regardless of what you're playing against, and I find that that becomes boring really quickly. But if you like doing it, fair enough. I know a lot of people do.

It's not the main point of the deck, though-- just a means to an end. The main point of the deck is and always will be making an overwhelming myr army.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Firestorm29 on February 29, 2016, 05:21:49 PM
Hey there Matsuri, can't help to have noticed a kindred spirit in the massive Myr army front. 

Myr Servitor (4)
Perilous Myr (2)
Gold Myr (2)
Hovermyr (3)
Myr Retriever (2)
Myrsmith (2)
Myr Galvanizer (3)
Palladium Myr (3)
Shimmer Myr (2)
Myr Propagator (2)
Lodestone Myr (1)
Myr Battlesphere (1)

Genesis Chamber (1)
Bladed Pinions (2)
Semblance Anvil (1)
Myr Reservoir (1)
Mirrorworks (1)
Myr Turbine (1)
Conjurer's Closet (1)

Oblivion Ring (3)
Tempered Steel (1)
Growing Ranks (1)
Detention Sphere (1)
Touch of the Eternal (1)

Stoic Rebuttal(4)
Counterbore (1)

Elspeth Tirel (Scars of Mirrodin) (1)
Tezzeret the Seeker (1)

Island (10)
Plains (10)
Esper Panorama (1)
Crystal Vein (1)

If I did my count right, I think I'm at 61. Kinda want to throw in a Bonds of Quicksilver, but not sure if I need it. I haven't done too many one on ones with this deck so I can't claim it's been as successful as yours, but I had more focus about trying to feature multiple kinds of Myrs and have them synergize, amass numbers, and some control spells to try and keep my opponent from trying to trip my tokens and such. I do have fun with this deck, maybe it might help give you some ideas if you want to try and switch up a few things.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 14, 2016, 10:54:34 AM
Been a while since I've posted anything here.

I've kind of shifted away from using Myrs (even though my Myr deck is one of my main decks) and have picked up Artifact Affinity instead-- and my deck is more or less as good as it is going to get without me dropping capital-M Money on Arcbound Ravagers, Steel Overseers, Mox Opals, and Inkmoth/Blinkmoth Nexus cards. And so far it's been treating me pretty well! I ended up in 13th out of 31 last FNM, which is really high for me-- and out of four rounds, I went 1/2, 2/1, 1/2, and 2/0-- and most of my losses were very close games.

The deck is pretty standard as far as affinity goes though:
4 Memnite
4 Ornithopter
4 Vault Skirge
4 Signal Pest
4 Etched Champion
3 Frogmite
2 Myr Enforcer
1 Lodestone Myr

4 Cranial Plating
4 Tempered Steel
3 Springleaf Drum
3 Thoughtcast
2 Ensoul Artifact

4 Seachrome Coast
4 Darksteel Citadel
4 Ghost Quarter
3 Island
3 Plains

Simple, straightforward, and fast as hell. Getting a Vault Skirge with Ensoul Artifact all set on turn 2 is the best feeling. It's also fun to use Ghost Quarter, especially against people who run really complex land setups, because they don't know if I'm going to use it to remove their lands or target myself so I can quickly grab an Island for Ensoul Artifact/Thoughtcast or a Plains for Tempered Steel. I can target Darksteel Citadel for a free tradeoff in my own case, since it cannot be destroyed. So much fun.

I also picked up the Blessed vs. Cursed deck sets, and I'm thinking it may be fun to run a Zombie deck sometime. The Cursed deck looks fun, but needs a lot of modification, I feel.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 14, 2016, 02:28:43 PM
Yeah that looks pretty solid. Thoughtcast is a terrifying card. It's pretty tough to come back from an opponent resolving two of those early on.

I used to run a zombie decks years ago that had nothing but zombie lords as creatures (lords being creatures that give other creatures of their type +1/+1). It was slow and weak, but it was a lot of fun. And this was before we had Gravecrawler. Similarly to angels, I'd say expect to see some new zombie support in the upcoming set.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 17, 2016, 02:07:42 PM
 Oh my god I just found the best card ever (http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=74346)

It's so TRUE though. I like how WotC is so aware of the most annoying habit ever. I would say "can't you hold your cards like a regular person", but practically everyone does it and ughhhhhhhhh
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 17, 2016, 04:02:39 PM
I can't tell if the people in my area just don't do the flicking thing or I've somehow tuned it out at this point. Probably the former because I am awful at tuning things out.

I think zombies are going to be huge in the next little while just because the recently-announced Relentless Dead is so ridiculous and I love it. There's a lot of other good enablers like Kalitas. Personally I want to see where vampires/white-black lifedrain goes just because there was so much good stuff for it in Battle/Oath and there's so many good cards that have been revealed for it in the new set already.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 17, 2016, 05:05:33 PM
Whatever breaks the monotony with Eldrazi, yo. (pls ban temple)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 17, 2016, 05:41:54 PM
Every day that passes without Temple and Eye being banned is a surprise to me. Modern is usually relatively quick on the uptake with this stuff.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 17, 2016, 07:06:30 PM
Every day that passes without Temple and Eye being banned is a surprise to me. Modern is usually relatively quick on the uptake with this stuff.

I wish they would. What were they even thinking, allowing both of those at once? Like yep I sure do like seeing 4-drops get summoned on turn 2 <_<;

(I mean, I can technically do that too, but the difference is mine is Frogmite compared to fucking Thought-Knot Seer <_______< )

I can't tell if the people in my area just don't do the flicking thing or I've somehow tuned it out at this point. Probably the former because I am awful at tuning things out.

It's this annoying shit here (https://www.youtube.com/watch?v=0pKPSgmg9Pw).

They claim that they're "shuffling their hand", but honestly it's just a bad habit that turns into a nervous tic and it's annoying as hell.

You wanna know how I keep my opponent from reading my hand? I fan 'em out while it's my turn, memorize what I have, and snap them shut when I'm done, so it looks like I'm holding one card. No annoying flippy snappy shit, no constant time wasting.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 17, 2016, 07:15:01 PM
You wanna know how I keep my opponent from reading my hand? I fan 'em out while it's my turn, memorize what I have, and snap them shut when I'm done, so it looks like I'm holding one card. No annoying flippy snappy shit, no constant time wasting.

I keep my hand fanned out at all times and lay it down face-down when I'm not using it. I get really tired of asking everyone how many cards they have in hand ten separate times during every Commander game. Granted it's probably easier to mentally track with only two players.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 18, 2016, 02:13:36 AM
Every day that passes without Temple and Eye being banned is a surprise to me. Modern is usually relatively quick on the uptake with this stuff.
It's a surprise to me too because the Eldrazi deck is capable of winning on turn 2 with a perfect opening hand and Modern generally bans anything capable of winning before turn 4

I think a lot could have been done to curb the deck if Eldrazi Mimic was costed as 1C rather than 2 so it couldn't have been cast for free on turn 1, but it's too late to fix that now
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 22, 2016, 04:03:27 AM
(https://i.imgur.com/L5P1roQ.jpg)

This dude had me puzzled and jammed my every movement for the first five turns. I managed to start stalling with some spirits, knowing he could kill anything I could attack with. But he also knew I had him outnumbered and would kill whatever hurts me with Heliod. Then he put down Ajani and slowly built him up. The smarter idea would have been to make all of his stuff flying and double strike as soon as he put it down, because I had 6 life at the time and had no way of managing all the damage I would have taken. But instead, he stalled Ajani up to 8. On the turn before, I put Suture Priest down and thought "oh, he couldn't be that complacent, could he?"

He was.

He had 24 life, and put down 24 4/4 Cat Soldiers. Suture Priest did 1 damage for each one summoned.

Oops.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 26, 2016, 02:49:38 AM
Full preview for the next MtG set is up. (http://magic.wizards.com/en/articles/archive/card-image-gallery/shadowsoverinnistrad)

There's a lot I'm looking forward to in this set, in particular Pious Evangel, Diregraf Colossus, and Relentless Dead.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 26, 2016, 04:23:44 AM
As a Commander-only player, these are the highlights from my perspective:

-Westvale Abbey
This card seems almost horrifyingly good in Commander. Sacrificing it in response to a board wipe is amazing in any deck that runs tokens.

-Descend Upon The Sinful
The similarities to Sunblast Angel make it seem good. Unlike Sunblast Angel it hits your stuff, but it's also guaranteed to kill everything, and I appreciate that it's not a creature so it's harder to loop into play a bunch of times.

-Nahiri's Machinations
Immunity to your own board wipes and the ability to fuck up combat for anyone seems solid, although red/white is a relatively uncommon color combination in Commander even in tricolor decks.

-Confirm Suspicions
Not sure how good this is exactly, and you'd probably rather have Dismiss if your board position isn't already good, but if it is there aren't many better counterspells.

-Epiphany at the Drownyard
Fact or Fiction number two is great, and this has the potential to be much scarier. It probably won't be since you've got to get pretty big before it's even tied and you probably won't cast it for less very often, but you've got the option. Still totally worth it at four mana even if it is smaller.

-Behold the Beyond
Probably much less good than it looks because people will tend to just kill you if you resolve it, but if you're already on top is should seal the deal most of the time. It's expensive enough that you probably won't be able to cast it and win in the same turn very often, but then again black is the king of huge mana so maybe you will.

-Seasons Past
This is the big one I think. It does a ton of shit and doesn't even exile itself so if you return a tutor you can just go get it again. It's technically an infinite combo enabler with a Time Warp, a tutor, and enough mana. And it might even be less hazardous to play than Behold the Beyond because your opponents can see what you get so there are fewer scary unknown variables. Then again that could make it much more dangerous if you're going for crazy power plays.

-Ulvenwald Hydra
A 7/7+ second Temple of the False God? Yes please.

-Anguished Unmaking
Probably my favorite card in the set. Unfortunately it's probably going to be expensive. It pretty much does everything.

-Haunted Cloak
Chariot of Victory is relatively popular in Commander, and this seems slightly better to me.

-Magnifying Glass
We've gotten a lot of solid mana rocks lately, but the draw-averse colors probably really want this.


A lot of the set is surprisingly niche since Madness probably isn't that relevant in most decks. Gives some interesting build-around options for any commander that happens to want you to discard for an activation or something though. A lot of the power in the set is in two-drop creatures and few of them seem relevant in Commander, but hopefully that means I can just skip over anything that might be too expensive.

Also really looking forward to playing sealed. Every rare is interesting.

On another note, Bearer of Overwhelming Truths has one of my favorite pieces of art ever. I would love a playmat of that.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 26, 2016, 07:38:49 AM
Nahiri's Machinations + Odric = rofl full team indestructible

I am liking this expansion. I hope it leads to people branching away from fucking Eldrazi 24/7. And yeah, all the Rares seem useful, unlike in Gatewatch where most of them suck.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 26, 2016, 03:31:03 PM
As a Commander-only player, these are the highlights from my perspective:
Personally the cards that interest me the most from a Commander perspective are:

-Eerie Interlude: Blink out of a boardwipe and/or repeat your enter the battlefield triggers.
-Odric, Lunarch Marshal: That ability is a lot of text but "give a keyword on one creature to all creatures" is great for a lot of white or white-green decks.
-Pious Evangel/Wayward Disciple: Soul Warden on one side and Blood Artist on the other. I see this going in every BW lifegain deck ever from now on (and I want to build a Karlov/Ayli one simply for this card)
-Second Harvest: It's a token doubler. That says it all.
-Sorin, Grim Nemesis: profit off your own lifegain or utterly destroy another lifegain player, sounds good to me
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 26, 2016, 03:54:07 PM
Personally the cards that interest me the most from a Commander perspective are:

-Eerie Interlude: Blink out of a boardwipe and/or repeat your enter the battlefield triggers.
-Odric, Lunarch Marshal: That ability is a lot of text but "give a keyword on one creature to all creatures" is great for a lot of white or white-green decks.
-Pious Evangel/Wayward Disciple: Soul Warden on one side and Blood Artist on the other. I see this going in every BW lifegain deck ever from now on (and I want to build a Karlov/Ayli one simply for this card)
-Second Harvest: It's a token doubler. That says it all.
-Sorin, Grim Nemesis: profit off your own lifegain or utterly destroy another lifegain player, sounds good to me

Oh god I forgot about Eerie Interlude because it's been available for a while. It is the best card in the set, for sure.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: OverlordChirei on March 26, 2016, 05:14:49 PM
mfw odric doesn't work with myriad
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 28, 2016, 05:32:31 AM
On another note, Bearer of Overwhelming Truths has one of my favorite pieces of art ever. I would love a playmat of that.

Looks like Wizards is in agreement with me to at least some degree. I popped in to a local store today and they had received their Innistrad promo kit, which had a bunch of pop-up cardboard lantern spider things from this piece in it. Playmat now pleeeeease!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 28, 2016, 03:10:47 PM
Looks like Wizards is in agreement with me to at least some degree. I popped in to a local store today and they had received their Innistrad promo kit, which had a bunch of pop-up cardboard lantern spider things from this piece in it. Playmat now pleeeeease!
They've really stepped up their prerelease promotion lately, I wish I could have gotten my hands on one of those lifesize hedrons from the BFZ prerelease.

mfw odric doesn't work with myriad
This is probably to be expected since the official stance is "we don't refer to stuff from Commander sets in non-Commander sets"

Also Myriad is OP enough as it is on single creatures. Consider Blade of Selves equipped to a Blighted Agent or Blightsteel Colossus (or pretty much anything with infect, I guess)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 28, 2016, 03:30:35 PM
I think it's less of a "don't refer to summer casual products" thing and more that he only cares about evergreen keywords. Same reason he can't grant Wither, Bushido, Renown etc. Would have been pretty weird if he listed a smattering of things that aren't in his set.

As for Myriad, the true horror of it is combined with EtB effects. Swing with an Eternal Witness, Mulldrifter, Acidic Slime, or similar holding a Blade of Selves and basically win on the spot.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 28, 2016, 04:05:14 PM
Just imagine if he could copy unblockable and infect :V
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 31, 2016, 10:48:09 PM
So I've been playing Weiss Schwarz a bit lately. My roommate and I mostly play it with each other, but we ran into a guy at Shuto Con who runs games out of town and he taught us how to fix a few of our metagame mistakes that we had developed from having a weird insular community. Just ordered some cards for my blue/green Kill La Kill deck. It was a couple of copies of some of the key cards short of really quite working, so hopefully this will make it a lot more consistent. A few of the more expensive rares I needed have dropped a bit so finishing it won't cost me too much now.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on March 31, 2016, 11:29:28 PM
So I've been playing Weiss Schwarz a bit lately. My roommate and I mostly play it with each other, but we ran into a guy at Shuto Con who runs games out of town and he taught us how to fix a few of our metagame mistakes that we had developed from having a weird insular community. Just ordered some cards for my blue/green Kill La Kill deck. It was a couple of copies of some of the key cards short of really quite working, so hopefully this will make it a lot more consistent. A few of the more expensive rares I needed have dropped a bit so finishing it won't cost me too much now.
Speaking of Weiss, my Maki.dek is 90% complete now
(https://pbs.twimg.com/media/Ce59EJCVIAA6uTx.jpg:large)

EDIT: Also, if you want to play sometimes we should add each other on skype :D
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: OverlordChirei on April 01, 2016, 12:25:43 AM
I think it's less of a "don't refer to summer casual products" thing and more that he only cares about evergreen keywords. Same reason he can't grant Wither, Bushido, Renown etc. Would have been pretty weird if he listed a smattering of things that aren't in his set.

As for Myriad, the true horror of it is combined with EtB effects. Swing with an Eternal Witness, Mulldrifter, Acidic Slime, or similar holding a Blade of Selves and basically win on the spot.

The commander deck I was given for my birthday included Thundercloud Shaman, who I successfully equipped the blade onto and swung in a 5man. The realization came to everyone very quickly that anything with 20 or less Toughness they had was instantly evaporated every time I attacked.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 01, 2016, 01:11:40 AM
Speaking of Weiss, my Maki.dek is 90% complete now
(https://pbs.twimg.com/media/Ce59EJCVIAA6uTx.jpg:large)

EDIT: Also, if you want to play sometimes we should add each other on skype :D

I haven't had Skype installed in years, but I may take you up on that. I always enjoy an opportunity to play with someone new.

The commander deck I was given for my birthday included Thundercloud Shaman, who I successfully equipped the blade onto and swung in a 5man. The realization came to everyone very quickly that anything with 20 or less Toughness they had was instantly evaporated every time I attacked.

Aaaaaah repeatable board wipes ultimate nightmare of Commander aaaaah.

I assume that means they killed it/you promptly then? Fortunately that's a pretty fragile setup, but you only have to do it once to get a huge boost.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: OverlordChirei on April 01, 2016, 01:28:55 AM
I assume that means they killed it/you promptly then? Fortunately that's a pretty fragile setup, but you only have to do it once to get a huge boost.

Well due to the repeatable board wipes all their board states were very naked, causing them to all die to repeated Myriad hits. Most of them were also topdecking since they were busy countering each other and let me quietly build up in the corner, since I was new to Commander.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 01, 2016, 01:47:55 AM
Yup, I've definitely lost games to brand new players because of stuff like that before. Always embarrassing.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 01, 2016, 04:58:48 PM
I'm going through reviews of the SOI cards in preparation for prerelease this weekend and I just realized

Cryptolith Rite is going to be hilarious in Commander. Any creature you have becomes a mana source. Combine this with Eldrazi Spawn/Scions and/or Phyrexian Arena and any creature you're willing to kill off becomes 2 mana. Any green deck that relies on a lot of tokens (so most of them) are going ridiculous amounts of mana ridiculously fast.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 01, 2016, 05:47:34 PM
I'm actually thinking about throwing my hat into the Standard ring with this new set. Anyone going to prerelease tonight?

And holy shit, I hadn't seen Cryptolith Rite yet. I'm strongly considering running that with my white token deck... I could get the really expensive stuff out much quicker! I have been really considering getting a copy or two of Elesh Norn, Grand Cenobite for my modern deck... ahahahahah.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 01, 2016, 06:00:20 PM
I've got a prerelease tomorrow and possibly another one Sunday. Nothing tonight though.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 01, 2016, 06:18:46 PM
Oh, oh, even better-- you know about the Angel of Deliverance release day promo?

I wanna try to get a few of those and put THAT in a token deck. Beautiful.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 02, 2016, 04:26:55 AM
Got my Prerelease pack and came home. Let's see what I got:

Promo Foil: Foreboding Ruins, a red/black dual land
Pack 1 Rare: Game Trail, red/green dual land
Pack 2 Rare: Foreboding Ruins (guys, I don't play red, black or green aaaaaa)
Pack 3 Rare: Markov Dreadknight (I... may need to start playing red and black with this trend...)
Pack 4: Sorin, Grim Nemesis (!!!!!) and Archangel Avacyn (!!!!!!!!!!!!!!!!!!!!!)
Pack 5: Fevered Visions
Pack 6: Declaration in Stone

Well, hot damn. I got two of the ones I wanted! Sorin and Avacyn are already worth more than I paid for this whole pack holy fuckin shit
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 02, 2016, 01:07:51 PM
whoa did you get the mythic/foil mythic situation on pack 4? At least it was sealed and not draft so you didn't have to pass one.

I don't have the energy for midnight prereleases so I'm going to afternoon ones this weekend
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 02, 2016, 01:19:43 PM
So you didn't play in the actual event?

whoa did you get the mythic/foil mythic situation on pack 4? At least it was sealed and not draft so you didn't have to pass one.

I don't have the energy for midnight prereleases so I'm going to afternoon ones this weekend

Flip cards take up their own slot that doesn't overlap with the rare/mythic slot, so you can pull a normal rare and a flip rare pretty easily. Two mythics is still pretty rare, but it's more common than a mythic and a foil mythic by quite a lot.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 02, 2016, 05:28:08 PM
whoa did you get the mythic/foil mythic situation on pack 4? At least it was sealed and not draft so you didn't have to pass one.

I don't have the energy for midnight prereleases so I'm going to afternoon ones this weekend

Nah neither were foil, but it would have been fuckin astounding if they were

So you didn't play in the actual event?


Nah, I didn't feel like being out all night, especially cramped in that tiny building with so many people. Standing room only too. I picked up my cards and headed out. It's cool, my shopkeep knew ahead of time I wasn't gonna stay. (Keep in mind my choice lgs is literally just a little mom 'n pop store managed by their son.)

Quote

Flip cards take up their own slot that doesn't overlap with the rare/mythic slot, so you can pull a normal rare and a flip rare pretty easily. Two mythics is still pretty rare, but it's more common than a mythic and a foil mythic by quite a lot.

Yeah, there were two flip cards in that pack, Avacyn and a green uncommon I can't remember at the moment.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 02, 2016, 10:46:24 PM
Just finished my sealed, and christ, my pulls were horrific. For both value and play. Getting real tired of ending up with sealed decks with zero bombs, a couple of one-of power uncommons, and a bunch of commons. And getting stomped by exactly the same bombs every game. Oh well. I still had fun, it was just kind of frustrating. Not sure what I placed yet, but probably fourth or fifth (the two people who beat me placed first and second, so I've got strong strength of pairing). Might win a couple more packs.

Edit: Placed fifth out of ten, won two more packs. More trash. Blehhh. I was going to go again tomorrow but the idea of pulling another $5 worth of cards for a $20 investment is making me lukewarm on that idea. I might go anyway since my roommate really wants to go to one and he had to work, but I'm not super enthusiastic.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 03, 2016, 05:00:26 AM
I didn't do too well at my prerelease today. Wound up going 2-3; could have been 1-3-1 if my last opponent wanted to play things out and let things go to time but he decided to concede so he could go grab food with some friends.

 I think I went too hard into Investigate and ignored some of the other opportunities in my pool. I had a lot of decent stuff for green-black delirium that I just wound up not using because I didn't think it "fit" what I was trying to do. I didn't find out my ranking because I had to leave and get ready for work immediately after my final match, but I did get two packs from the door prize raffle

Promo rare: Tireless tracker
Pack rares: Welcome to the Fold,  Mindwrack Demon, Wolf of Devil's Breach, Tireless Tracker, Second Harvest, Game Trail
Foils: Tenacity, Ghoulsteed, Dual Shot

Opening the packs I got from the raffle gets me Hanweir Militia Captain, Asylum Visitor, and Invocation of Saint Traft.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 03, 2016, 05:35:59 AM
Invocation of Saint Traft has a ton of potential, especially if you slap that baby on a flier or skulk card. Still kinda wish my copy from blessed vs. cursed of Geist was still standard-allowed, though. I mean, it got reprinted...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 04, 2016, 01:32:53 AM
I made a (very) rough plan for my Standard deck. As much as I resent using Eldrazi, they unfortunately make up a large chunk of its creature base-- but it's all for a good reason, and I hope it runs well once refined.

Here it is-- I have no idea how to lay the mana base out yet, not until I figure out what spells I want to cull down. Advice appreciated. (http://tappedout.net/mtg-decks/03-04-16-standard-test/)

The overall theme of the deck is the flicker mechanic, and I'm proud to say I came up with the vast majority of this without any help at all-- no netdecks as examples and no framework to model it from, and only card suggestions from my shopkeep pal for making it work.

What I wanted to do was be able to put my shiny new Avacyn card to use, because she has a ton of potential-- but I was wondering, how can I use her to full potential-- and that is to say, how can I use her without nuking my own side of the board? The key lies in flickering. So, if I was to flash her in on my opponent's attack phase as attackers were declared, all of my cards would be indestructible, which preserves my side of the board and allows me to block as I please. And since this deck revolves around Eldrazi Scions as fuel, bait, and chump blockers, I should be able to block a nice amount of things! So, once she's out and the attack phase is over, on end phase, I will sacrifice an Eldrazi Scion. This triggers Avacyn's transform mechanic. So on my upkeep, she will flip, and in response to her flip, I can use Eldrazi Displacer or Essence Flux to quickly flicker her. This way, she comes out as a fresh cast, and all of my board gets indestructible. This will deal 3 damage to my opponent as well as 3 to all of their creatures-- and more likely than not, what isn't killed is likely tapped from their attack, allowing me to go in for a heavy blow. And since Avacyn is freshly cast from there, I can (and will) repeat the process!

And of course, since I only have one of her, I can't rely on always getting her. So I threw in some Eldrazi worth flickering as well. Most importantly, it would be Blight Herder. All I need to do is keep flickering it, and I will keep getting 3 Scions on the board each time I do it, so long as I have Mist Intruder and Benthic Infiltrator constantly ingesting their deck-- not hard, because the former is flying and the latter is unblockable. This is important, because they are fuel for bigger things, and can also let me stall. Conduit of Ruin will let me go in and grab Desolation Twin or Breaker of Armies-- and of course, it's the former I would want in, because Desolation Twin can be flickered as well to keep producing 10/10 tokens. Thought-Knot Seer, as much I think it's annoying and cliche and overused, is also flickerable, which will let me not only keep constant tabs on the opponent's hand, but also eliminate threats. Of course, flickering it means they draw a card, but since it gets re-cast right away, I can quickly dispose of it if needed. This can also be combined with Reflector Mage-- who can also be flickered to utility. Cast it, send a threat back to their hand that they can't recast, and take it away with recasting Thought-Knot Seer.

Flickering is managed well and accessible, via 4 Eldrazi Displacers, 4 Essence Flux (new card, one-drop blue that has a benefit with spirits, but since I have none, meh), and Eerie Interlude, which while more risky and heavy-handed, is much more broad in effect. Imagine pulling back Avacyn, Reflector Mage, Thought-Knot Seer, Blight Herders, and Desolation Twin all at once. It'd be beautiful.

Everything else is kind of up in the air. Since this is essentially a control deck, I filled it with lots of kill and counter spells, including the very useful Ojutai's Command, which will not only counter, but also help with card draw and life boosting in a pinch.

Also, Sorin is in, just because. The deck has his colors after all, may as well pop him in since he's a destructive force on his own, capable of removing tons of threats with his -X -- and since this deck is full of high-CMC creatures, his +1 can be devastating. His ultimate is kind of an "I win" button if I get him in in enough time, but not really necessary in a deck like this. (I will, however, like to splash him in my lifegain deck. Hahaha.)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 04, 2016, 02:01:56 AM
Link is giving me a 404.

Eldrazi aren't really much of a problem in Standard as they are in Modern, mostly because there isn't a "cast three creatures for free on turn 1 and win on turn 2" build. Personally, I like Eldrazi Skyspawner in these kinds of blue decks. It doesn't exile stuff, but it gets you a Scion and is another flyer for your opponent to deal with Unfortunately, Desolation Twin doesn't work to get you infinite tokens; the trigger is "when you cast it", not "when it enters the battlefield."
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 04, 2016, 02:07:08 AM
Ah, forgot to turn Private off. You can look now.

And ah, how deceptive. Still, it's a strong threat to throw down and quite easily castable with many scions and Conduit of Ruin's second effect, if it's in place. It makes it cost 8 instead of 10! In fact, I kinda want to put more than 2 in, because they're not SUPER expensive in a deck like this, and if their mana cost reduction stacks, I can throw down lots of stuff super cheap, leaving mana for my counters and kills.

And yeah, Skyspawner's in there too, but mostly as an opener to lead up to Blight Herder. I can't see myself flickering it since I'd be using it for attacking more often than not. I like fliers!


Looking at other potential threats/utilities worth throwing in:
Bane of Bala Ged - fairly low cost for a huge threat
Deepfathom Skulker - not really a threat, but with so many fliers and unblockables, it'd be good for getting some card draw going.
Deciever of Form - Maybe????
Ruin Processor - Lifegain is okay I guess.
Void Winnower - Debilitation is nice-- but even better if I use a lot of even-CMC cards.
Angel of Deliverance - Targeted annihilation flier? Yes please
Reaper of Flight Moonsilver - kind of risky, but a heavy blow if I can dump a bunch of Scions
Angel of Renewal - Also nice for lifegain if I have lots of Scions
Dragonlord Silumgar - Kind of odd, but nice for flickering, especially if they throw down new threats. I'll just steal it!
Linvala, the Preserver - useful emergency flicker effects!
Sphinx of the Final Word - nice counter-blocking! Also flying and hexproof.

Title: Re: Cardboard rehab: TCG/CCG thread
Post by: yuyukos on April 04, 2016, 03:30:53 AM
4-0 (8-2) the only flight I was able to play due to the store being busy, imgur (http://imgur.com/GoygCJL). Accursed Witch MVP, every game I played it I won, every game the opponent played it they won. Tamiyo's Journal most sideboarded out card, in exchange for a counterspell usually.

Also PX your deck needs more Pile SP please.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 04, 2016, 04:19:09 AM
I'd probably cut Grasp of Darkness; that double color cost is going to make it really difficult to reliably fire off in the early game when you need it.

The big 8-10 mana Eldrazi are really tempting cards to build around, but they work best in a red/green deck where you have things like Explosive Vegetation and Atarka's Command to crank out additional lands. I'd say put your focus on the smaller control effects or squeezing out more value out of your creatures with stuff such as Ruination Guide/Tide Drifter. Whirler Rogue may be another fun blue creature to experiment with flickering.

I think Avacyn works best in a white-black deck with things such as Zulaport Cutthroat where killing your own creatures is a benefit rather than a downside. Avacyn's flip effect blowing up your own creatures just means you drain a bunch of life off your opponent, plus you can proceed to bring the Cutthroats or other drain creatures like Kalastria Healer back using March from the Tomb. White-black is probably positioned to be really good once SoI is out in full and sets rotate next week.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 04, 2016, 04:28:09 AM
Oh man, Zulaport Cutthroat has gotta come in-- even if I don't have Avacyn out and about, I can keep flickering Scion makers and nuking them for lifegain and damage.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 04, 2016, 02:51:34 PM
New banned/restricted list update (http://magic.wizards.com/en/articles/archive/news/banned-and-restricted-announcement-2016-04-04) has been announced, will come into effect on Friday.

Eye of Ugin is banned in Modern, Ancestral Vision and Sword of the Meek are unbanned.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 04, 2016, 04:32:55 PM
Rest in pieces and good riddance.

Now we have to be overwhelmed by people playing Thing in the Ice and Cryptolith Rite! Really hope those get restricted from modern because they are beyond broken as fuck.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 04, 2016, 05:58:49 PM
I can't really call Thing in the Ice "broken" because even though it's easy to set up it's way easier to get rid of than Thought-Knot Seer or Reality Smasher because it has no way to prevent removal on its own. Of course, people are going to pair it with Spellskite and use the two together but that still gives you a good window to kill or exile Thing before it thaws out.

As for Cryptolith Rite, any deck that would use it to generate ridiculous amounts of mana already has a bunch of other ways to do it like elves, Abundant Growth, and Market Festival.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 04, 2016, 06:03:21 PM
My bigger worry is that you can just plop Thing in the Ice in a storm deck and have him flipped and attacking just a couple turns into the game, especially since storm is so saturated with card draw.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on April 04, 2016, 09:04:26 PM
4-0 (8-2) the only flight I was able to play due to the store being busy, imgur (http://imgur.com/GoygCJL). Accursed Witch MVP, every game I played it I won, every game the opponent played it they won. Tamiyo's Journal most sideboarded out card, in exchange for a counterspell usually.

Also PX your deck needs more Pile SP please.

(http://i.imgur.com/3fXuQ0X.png)
(?Д`)
(http://i.imgur.com/ulNztmE.png)
( ゚Д゚)<!!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 04, 2016, 09:17:19 PM
Weiss Schwarz chases are great for making rubes pay for my cards for me. I think I'm still in the green by a few bucks from the ones I've sold and replaced with their non-chase versions.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on April 05, 2016, 02:05:49 AM
Weiss Schwarz chases are great for maling rubes pay for my cards for me. I think I'm still in the green by a few bucks from the ones I've sold and replaced with their non-chase versions.

And English card prices are stupidly inflated for no reason
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 06, 2016, 06:33:38 AM
Just ordered the last few Weiss Schwarz cards that I'm probably going to buy for a while to round off my main deck. I need First Step of Lifelong Ambition, Satsuki to drop by another couple of dollars before I'll order the last few copies I need of it, but aside from that I have everything I want and more. Not sure how the deck will ultimately look since it's kind of heavily based around Disguise and Disguise is a super weird card and I don't know how many copies I should be running. It could almost be a Nui theme deck except that there are no Nui-based backups and I think only one climax featuring her. As it is I splash blue for just a handful of cards, and those cards keep getting chipped away as I commit more heavily to the Disguise/Dodging Nui/Spinning Wheel Of Fate Nui combo.

Kill La Kill has historically been like the most expensive set to play casually because the only level three characters are double rares (or trial deck exclusive) and fairly expensive, but between Nui being the cheapest three-drop and the prices of everything slowly creeping down I've finally managed to get what seems to be a nice deck together for not a ton of money. That kind of leaves all of my cool yellow and red cards without a home, but I'll probably pick up a second trial deck eventually to fill out level three and put them together into another deck.

And English card prices are stupidly inflated for no reason

Maybe it's just the era of printing, but it seems like the English cards I own have considerably better production than the few Japanese cards I own. I have a few Japanese Kill La Kill cards that seem like they're on slightly lower-quality stock with lower-quality foil, and a couple hundred Railgun cards that are on lesser stock , so the argument could be made that the English cards should cost a little more. They are some of the most robust trading cards I've ever handled, and that just doesn't seem to be true of the Japanese ones.

That doesn't justify the absolutely insane cost-per-pack prices a lot of places charge, but you can get around that buying online and then the packs are as cheap as or cheaper than Magic. Of course they have like half as many cards so it's still technically a very expensive game, but going by my local game stores it's the most expensive game on Earth. Their prices are crazy. I still buy from them very occasionally, especially trial decks, hoping that it will push them toward stocking more stuff at better prices, but mostly they're just too unaffordable.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 06, 2016, 03:38:31 PM
My bigger worry is that you can just plop Thing in the Ice in a storm deck and have him flipped and attacking just a couple turns into the game, especially since storm is so saturated with card draw.
I thought over this while I was getting ready this morning and while Thing in the Ice is more threatening than I originally evaluated it as, I don't think the biggest threat is its attacking. 4 toughness is a significant number since it means it won't get one-shotted by Lightning Bolt and I can not think of any same-cost creatures that can get past it. Killing off a Thing before it transforms is going to cost a lot of resources compared to how much it costs to summon it (unless you're in the colors for Doom Blade/Path to Exile)

The power and toughness of the transformed Thing aren't what concern me the most, but the triggered effect. Washing away almost every creature on the field is a huge tempo loss for the opponent, and for blue decks that want to stall as much as possible until they go off, that's a huge advantage. I get the idea that the majority of decks that want to use Thing in the Ice/Awoken Horror are going to win without ever attacking with it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 06, 2016, 04:07:30 PM
I don't think there's much a reason for them to go out of their way to not attack though. Control decks still need win conditions, and Awoken Horror is a very acceptable one. That may not be the single reason you play it, but it's certainly a big part of why it's good.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 06, 2016, 05:06:24 PM
@TAC: That's my concern with storm though-- Thing in the Ice fills in their one real weakness, especially since they run next to no  creatures. So now they have a wall that you can't ping them through to outpace their combo, and then they can just as easily drop one of their cantrip combos to clear my board and just sweep away for the win, as if storm wasn't already gross and overused as it is.

That said, if it's going to be a common threat, I'm tempted to get a playset of them for a control deck.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 08, 2016, 06:37:20 PM
Played in my first Modern event last night, went 2-2 with my budget monogreen deck. Surprised I performed as well as I did. Need to shore myself up against the mirror match, though.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 08, 2016, 08:10:46 PM
Yo TAC I made a deck inspired by the cards you mentioned to me, what do you think/suggest?

http://tappedout.net/mtg-decks/circle-of-life-and-death-1/
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 08, 2016, 11:15:05 PM
I'd say go for 22-24 lands with something like that. Scoured Barrens is fairly cheap and gives you the extra life to work with, while Temple of Silence gives you a little bit of control over your topdecks. You might also want to look at Doom Blade as a kill spell for single targets; it's not as strict with its mana requirements as Bile Blight is which makes it good for dual-color decks. Dismember gives you even more versatility with mana cost, but it's also over $3 per copy.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 09, 2016, 03:57:17 AM
Well, I had put Bile Blight in along with Killing Wave not just for hitting my opponents, but for hitting myself. Since I would be running playsets of a bunch of stuff, Bile Blight would let me hit them all at once and let the Cutthroats do their work.

The manabase is kinda flimsy though-- I did consider, instead, running Eldrazi Displacer, Blight Herder, and Bojuka Bog to fuel the flicker cycling, but it seemed too complex to pull off consistently.

My biggest concern is that the main force around the deck is having multiples of two cards on the field-- the Cutthroat and the Healer-- which means I only have 8 chances out of 60 to pull them, and the odds of me getting a bunch out in one game without having a way to hunt them down are pretty low.


Meanwhile! I just got back from Release Night Friday Night Modern Magic. Since I'm gonna be picking apart my Affinity deck for things to put in my homebrew Modern and Standard decks, I decided I'd let it have one more try.

Round 1: 2/1
Round 2: 2/1
Round 3 (at table 1!): 2/0
Round 4 (still at table 1!): 2/0

At this point I was super hyped because I have NEVER done this well before, and was in first place for two rounds. Had it all ended there, I would have came in first. But it had to go into a fifth round, and my opponent was running Grixis Control-- which was something I simply could not compete against. He boardwiped me and countered every last artifact I put down.

Round 5 (at table 2): 0/2

But I still came in second place out of like 30 people, yo. Best I've ever done! I'm so pleased right now. (http://i.imgur.com/fTY0TQo.jpg)

Also, I pulled a Thing in the Ice in one of the packs I bought before the tournament.

Tonight was a good night.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on April 09, 2016, 04:58:10 AM
Got back from a Weiss local and we had 4 new guys show up, and I felt absolutely awful about destroying one of them because his deck was completely terrible. Gave him a lot of advice after and a couple of us fixed up his deck
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 09, 2016, 05:03:21 AM
That's the best way to do it, honestly, but I think new players should always expect to lose, because that's one of the best ways to learn. And if they know how to take it in stride and not get discouraged, there's no reason to feel bad for beating them, so long as you give advice after, if desired.

I only recently started MtG and the folks I play with know I'm new, so they're all too eager to show off their $500+ netdecks and beat me down with them. They can be pretty fucking arrogant at times, but I take it in stride because I go in intentionally expecting to lose, and I've learned a lot from their (sometimes very condescending) advice.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 09, 2016, 05:13:25 AM
Wow, four new people? How many regulars do you have? I'm not sure I could get four total if I tried to run it here. Then again I haven't tried, so maybe there are dozens of people without a place to play, or maybe we could build a stable base over time.

Trashing new/bad players is an inevitable part of tournament play. It's best to just offer as much advice as they're interested in receiving (which is just about always some in my experience). I recently had a similar experience with Weiss Schwarz on the receiving end (I didn't get completely wrecked, but I did lose every game by at least a little), the guy who beat me was happy to give me some pointers, and I learned from it. Very handy.

Weiss Schwarz is, from my perspective at least, a confounding game. Most modern card games are more or less built on a foundation of Magic, but Weiss Schwarz really doesn't feel like it is. It's like learning a new language. Most of the usual rules don't apply to it, and that makes it hard to learn. That also makes it fascinating, but I can't really evaluate how good or bad I am at it. Maybe I'm completely terrible and I just don't know it.

That's the best way to do it, honestly, but I think new players should always expect to lose, because that's one of the best ways to learn. And if they know how to take it in stride and not get discouraged, there's no reason to feel bad for beating them, so long as you give advice after, if desired.

I only recently started MtG and the folks I play with know I'm new, so they're all too eager to show off their $500+ netdecks and beat me down with them. They can be pretty fucking arrogant at times, but I take it in stride because I go in intentionally expecting to lose, and I've learned a lot from their (sometimes very condescending) advice.


Magic players are, by and large, the most arrogant shits in gaming. I blame the Wizards policy of trying to inflate Magic as this super serious professional game with big payouts and DCI rankings and shit. It really attracts the poker douchebag crowd, and unfortunately they're a very vocal part of the organized community. That's not to say my overall experiences with Magic are negative, but a lot of that has to do with the fact that I've learned the times and places to avoid.

And you have never seen someone whine like one of those guys whines when they get beaten by someone they've never seen before at their insular local scene in a sealed event or something. One of the guys in my Commander group is the fifteen-year-old son of one of my older friends. I taught him to play personally, and he has become way better at Magic than me. Watching the DCI whores panic when he beats them is glorious. He has caused more than a few pompous asses to drop from sealed events because they were so mad when he beat them.

Of course I'm not saying that your point about losing isn't completely valid. It is. It's just that a significant part of the Magic community isn't that much fun to lose to in my experience. And that's too bad.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 09, 2016, 05:55:35 AM
The worst part is that my preferred LGS is the least obnoxious one of the three near me. There's one store that surely has the best card selection if I'm looking for something, but I only ever go there to shop, never to play, because they're just way too stuck up there.

Sadly, the crowd I play with most at my store are the obnoxious hyper competitive crowd, since I made the dumb decision to get into Modern as my primary format. But the tantrums they throw are as spectacular as they are pathetic. I still remember the look on one guy's face on one of my very first days there when I beat his $1000~ish Tarmogoyf deck with the silly deck I had cobbled together with 2 white starter packs. He threw no tantrum, but I could tell he was stunned.

The worst part of all of this is that being arrogant about Magic is so fucking stupid, especially when you realize that a huge percentage of how well a deck works boils down to sheer luck. And when you talk up a huge arrogant game before a match and lose to bad luck, you look really stupid. But I've also noticed that these are some of the worst people to make theories and strategies with when it comes to cards too, because they're permanently stuck in netdecking mode where anything short of the best is bad.

I have so much fun playing with people who make off the wall, interesting, and sometimes downright silly decks, because they teach me so much about the mechanics of the game, and they're often budget decks like I prefer playing, so we're on a much more even playing field too. The games I played tonight at FNM were pretty fantastic! They were tense and unpredictable, and the games I lost, I laughed and shook their hand afterward, because it WAS fun and unpredictable.

For example, in round 2 I was playing a guy who was running a blue/red pauper deck. Really nice guy, and his deck was straightforward-- throw down Kiln Fiend, feed it buffs, and wreck shit.

Picture the field. He has a Kiln Fiend down, while I have an Ornithopter, Memnite, and Frogmite tapped on my side, with a freshly summoned Vault Skirge, so it was untapped. All had +2/+2 from Tempered Steel. I had.... 14 life, I think? He had 1 life left.

I was sure I had him. I thought for sure that round was mine.

He said "Ugh, if only I had one more blue, I could end this". I asked him how he could do that, and he just said "we'll see..." and threw down a Gitaxian Probe with the one he blue mana he had. I don't remember the card he pulled, but it was something else he needed, and he suddenly buffed the Kiln Fiend up to 9/9 somehow, and played Temur Battle Rage, which gave it double strike and trample-- so it was suddenly an 18/18 attack that my little robot bug could not withstand. Once it sunk in that he completely turned the game around with one simple card, I wasn't even mad, I was impressed and happy for him.

He literally topdecked the one card he needed to beat me. It was spectacular and the guy was great conversation too, as we shared strategy ideas for decks we plan on making, and ideas to improve them.

Those are the kind of games I love. Win or lose, I like it when the tension is high and the game runs long. You don't get that kind of depth from the game when all you play are decks that are designed to win on turn 3-4. The game's so stagnant when you play a bunch of people who play the same damn thing-- and I think that's another reason why tonight was so much fun-- everyone gave up on their fucking Eldrazi decks now that they don't have their precious Eye of Ugin playsets to swing around anymore. There was way more variety and it was actually fun! I don't mind losing at all, because I still learned from the loss. I was pretty bummed to lose in that final round, but that's less because I didn't win and more because his deck was just the perfect kryptonite to mine so I couldn't even put up a good fight, so it was less exciting.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 09, 2016, 06:10:57 AM
The worst part of all of this is that being arrogant about Magic is so fucking stupid, especially when you realize that a huge percentage of how well a deck works boils down to sheer luck. And when you talk up a huge arrogant game before a match and lose to bad luck, you look really stupid. But I've also noticed that these are some of the worst people to make theories and strategies with when it comes to cards too, because they're permanently stuck in netdecking mode where anything short of the best is bad.

I've heard people argue that Magic shouldn't be THAT luck-based because a good deck should be able to mitigate even relatively bad draws, and mastering the art of the mulligan should mean you rarely get bad draws. I'm not sure how right those people are, but it's certainly the case that the better player should win a vast, vast majority of the time in a vacuum, which means luck can't be a gigantic factor.

That said, the fact that any luck element exists at all means that some people will never, ever lose a game in their own minds. Every loss is just bad luck for them and/or good luck for their opponent as they chug along with easy mode netdecks, never learning anything and never graduating beyond mediocrity. People who know me personally know I'm talking less about Magic and more about a certain other tabletop game that I play, but that's true of Magic as well I'm sure. Losses to luck are absolutely possible and inevitable, but if you're blaming more than occasional losses on luck it probably means you're terrible.

I'd say "if you want wacky homemade decks try Commander", but every time I've seen other people playing Commander recently they've mostly just been using fucking netdecks, so maybe not. Netdecking is insane in a format that casual, but hey, you can't take the tryhard out of a tryhard. And of course Magic is a game for big shit motherfuckers, so even the super silly casual formats should be as cutthroat and devoid of creativity or fun as possible, right? Otherwise you're playing the game wrong!

By the way, did you know that goofuses call making their own decks "roguing" (or at least enough of them do on the internet that I've seen that term a few different places)? That might be the most ridiculous bit of terminology I've ever heard for anything. Like the concept of not netdecking is so foreign that you have to have a special word for it, and the implication is "I'm such a cool awesome rebel badass that I didn't even steal this decklist". :o
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 09, 2016, 06:33:33 AM
It's called "playing the game the right way". Magic is, at its base level, an okay game. What makes it stand out to me and what makes it fun is that there are endless ways to play, countless strategies, tons of combos, and the potential for the game to be as unique as the player.

That's why I'm taking off my training wheels and want to make my own ideas from now on. There's so much variety to explore in the game and do much fun to be had with it, and a game is only worth being called good if it is fun. And if you ruin the variety and make it more than a game, and you're not having fun, you will always, always be the true loser, because you're depriving yourself and others of a good time with your boring decks and shitty unbeatable attitudes.

That said, I'm considering getting into commander for casual fun. I still haven't decided on who that commander should be, though. Elesh Norn seems really appealing, but it's so pricey and expensive mana-wise, too.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Iryan on April 09, 2016, 06:59:31 AM
By the way, did you know that goofuses call making their own decks "roguing" (or at least enough of them do on the internet that I've seen that term a few different places)? That might be the most ridiculous bit of terminology I've ever heard for anything. Like the concept of not netdecking is so foreign that you have to have a special word for it, and the implication is "I'm such a cool awesome rebel badass that I didn't even steal this decklist". :o
That's a bit oversimplifying it. Proper rogue-decking, which is really only something you can do on competitive, tournament-level play, means analyzing the top decks in a supposedly well-explored, stagnant meta, then in secret building a deck that  is targetted specifically against (the most dominant of, or multiple of) the top tier decks. Then you bring it to the tournament where you (hopefully) destroy the competition through a combination of an anti-meta strategy and surprise factor.
A successful rogue deck will either become another netdeck afterwards (even though the lack of surprise factor might not even make it work that well anymore), or (and possibly in addition, after the first thing happens) cause the meta to shift in a way that makes the deck significantly less powerful. Through careful analytics and creativity, you actually break the meta.

It is much more than just "not using a netdeck". It is basically the holy grail of the Spikejohnny.
Now, if people say they are "rogueing" when they just mean "not using a netdeck", that is either presumptuous or uninformed. Or both.


...not that I would be playing in tournaments. Building one's own, personal decks, and then fielding them against others in friendly competition, is much more up my alley.  :V
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 09, 2016, 03:41:38 PM

That said, I'm considering getting into commander for casual fun. I still haven't decided on who that commander should be, though. Elesh Norn seems really appealing, but it's so pricey and expensive mana-wise, too.
The prebuilt Commander decks are actually something resembling playable and competitive (unlike every other prebuilt deck they print), plus they come with a lot of material for building future decks. There's a lot of places that still have the 2014 monocolor decks in stock, the Forged in Stone one is probably something you'd enjoy. If you want to keep going with lifegain strategies, the Call the Spirits deck from 2015 gives you a lot of room to build around that.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 09, 2016, 04:02:11 PM
It's called "playing the game the right way". Magic is, at its base level, an okay game. What makes it stand out to me and what makes it fun is that there are endless ways to play, countless strategies, tons of combos, and the potential for the game to be as unique as the player.

Personally I think that at its base level Magic is an outstanding game. It's not perfect (the mana system, for all of its upsides, has been rejected by and large by subsequent CCGs in favor of different systems that allow you to use any card as a resource and therefore mitigate bad draws), but it is fantastic. A lot of that has to do with the way it's been managed over the years, and even though there have been big and small missteps I think it mostly moves consistently forward. Anything moving consistently forward over that long of a timeframe is going to end up pretty solid. So while it's not technically my favorite game ever on paper (I think that would be Upper Deck's VS System, the original as opposed to the pathetic remake from last year) it is probably my favorite in reality.

That's why I'm taking off my training wheels and want to make my own ideas from now on. There's so much variety to explore in the game and do much fun to be had with it, and a game is only worth being called good if it is fun. And if you ruin the variety and make it more than a game, and you're not having fun, you will always, always be the true loser, because you're depriving yourself and others of a good time with your boring decks and shitty unbeatable attitudes.

Preaching to the choir, but yeah, that pretty much sums up my thoughts. I spend a lot of time thinking and talking about this with a lot of people, and that's basically all I've been able to come up with after 15 years of this.

That said, I'm considering getting into commander for casual fun. I still haven't decided on who that commander should be, though. Elesh Norn seems really appealing, but it's so pricey and expensive mana-wise, too.

Obviously you can pretty much play Commander however the fuck you want, but I would heavily caution against Elesh Norn. Here are some Commander baselines that you can choose to accept or ignore, but in my experience you'll have more fun if you try to work with them:

-Try to play a multicolor deck to cover the weaknesses of your colors. Or at least, don't play monowhite, monored, white/red, or probably red/green. They have the most weaknesses in Commander and can be extremely difficult to build correctly, especially for new players.

-Avoid playing an expensive commander (for me this means anything costing more than three or four, for most it's four or five), especially if it's extremely threatening like Norn is. Unless your entire deck is built around powering it out multiple times you'll probably only have the chance to cast it twice a game or so and it will probably tend to be a removal magnet so you won't be able to do much with it. Norn at least does something the moment she enters play so you'll usually get at least some value out of her, but mostly you'll get less from her than you will from a smaller, less obviously threatening commander.

-This is more of a personal/my playgroup thing and some people would strongly disagree with me on it, but I think the format works better if you avoid infinite combos. Or at least good infinite combos, especially if they use your commander as one of the components. A good Commander game is all about tempo, and nothing breaks the flow of the game and leads to a disappointing resolution like one person going "That's a nice epic struggle all you guys got, but oops I win out of nowhere in a non-interactive fashion". I'd say infinite combos are mildly frowned upon by the community as a whole. They're certainly legal and people certainly play them, but I don't find them to be a fun way to win or lose a Commander game.

It is much more than just "not using a netdeck". It is basically the holy grail of the Spikejohnny.
Now, if people say they are "rogueing" when they just mean "not using a netdeck", that is either presumptuous or uninformed. Or both.

Fair enough, but literally every time I've ever seen it used it's been in the context of "Check out this awesome deck I rogued for FNM tomorrow :derp:". It may have a legitimate use, but I don't think that's how it's widely used at this point. And there is no way to make it not the silliest terminology  ever.

The prebuilt Commander decks are actually something resembling playable and competitive (unlike every other prebuilt deck they print), plus they come with a lot of material for building future decks. There's a lot of places that still have the 2014 monocolor decks in stock, the Forged in Stone one is probably something you'd enjoy. If you want to keep going with lifegain strategies, the Call the Spirits deck from 2015 gives you a lot of room to build around that.

That's a great point that I neglected to call out because I take it as such a given at this point. Those decks are actually really solid. I would still caution against the monowhite one a little because it still has serious resource problems, but it would totally be worth the investment to pick up and try out, and if you do find that it badly needs more cardflow like most white decks you could always use it as a base to add more colors later for cheap.

I don't know what your grocery store situation looks like, but I believe you guys have at least some Meijer stores. Meijer in Michigan at least had this weird product for a while that was a repacked 2013 Commander deck with all of the superfluous stuff like the oversized cards and life die stripped out and with a shitty preconstructed deck thrown in for $20 for a while. I don't know if anyone still has those in stock, but they're like the best possible way to get into Commander if you can find them. And the full-price decks are all completely worth it too if you can't find the weird budget repacks.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on April 11, 2016, 05:22:05 AM
Went 2-2 today in a 10 man tourney, kind of mad because my 2 losses were from my opponents triple canceling my death blows and then luck sacking a perfect kill on me :|
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Firestorm29 on April 11, 2016, 07:41:37 PM
Did a sealed Innistrad on Saturday. It was fun for the most part, kinda wish it was a bit faster (took 6 hours to get through 5 rounds and build decks.). I think it was an official torney since I received a number to register with.  Have to say, that was very interesting, especially since it forced me out of my comfort zone, making me go 3 colors (White/Blue/Green), and play a deck that focused around enchantments and auras and blue without any real counter spells.

I think I did OK, although I wound up getting eaten by a Jund deck that had pretty solid creatures. I was just too slow for that.  2 of my wins was kinda flukey due to one being a no show (of which the judge I think was peeved about) and the other was because the last guy I was up against was 1-3 at that point. Pretty sure the top 3 were all Jund, from what I've been hearing, it's a pretty strong deck for this set.

Here's what I wound up running:

1 Thraben Inspectot
2 Wicker Witch
1 Unruly Mob
1 Stern Constable
2 Hinterland Logger
1 Thraben Gargoyle
1 Loam Dryad
1 Furtive Homunculus
1 Niblis of Dusk

1 Strength of Arms
2 Gryff's Boon
1 Hope Against Hope
1 Geralf's Masterpiece
1 Jace's Scrutiny
1 Not Forgotten
1 Cryptolith Rite
1 Nahiri's Machinations
1 Bound by Moonsilver
1 Puncturing Light
1 Corrupted Grafstone
1 Chaplain's Blessing
1 Root Out

7 Plains
5 Islands
4 Forests
1 Westvale Abbey

I think I could have swapped out the Stern Constable with a Hermit of the Natterknolls and found some space for a Vessel of Ephemera. Also, found myself mana flooded quite a few times, which seemed to puzzle alot of people since I according to them 17 lands is supposed to be a good amount. Overall, I liked my first sealed tourney, but not seeing a whole lot of the new keywords like Madness (only pulled 3 out of 6 packs) and couldn't pulled together a theme that didn't have a better mana curve while maintaining any real decent theme. Liked some of the pulls I got like like that Ulvenwald Hydra and the Addey, just felt weird not really getting things like counters (onl got 1) or card draw. Guess that is how it goes, though. :)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 13, 2016, 11:28:57 PM
I decided to take a swing at making an Esper Faerie Control deck that's not Stupid Expensive-- though I'd like some thoughts on it before I start looking into investing in the more expensive pieces (most of which I have already, others I do not).

Deck revolves around flickering and fog for control, and Eldrazi Displacer and Essence Flux for the flickering. The faeries all have ETB effects that remove cards from opponent's hand (Thieving Sprite), counter spells (Spellstutter Sprite), tap down opponent lands and allow for a super quick casting of one of the first two faeries (Mistbind Clique), or let me search for more faeries (Faerie Harbinger). Reflector Mage can be flickered as well, of course.

So there's lots of removal and disruption involved, and I have Silence and Holy Day in there as well to essentially control the opponent's turn as well (with Grand Abolisher and Isochron Scepter in sideboard).

What do you think?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 14, 2016, 05:06:44 AM
Pestermite is a faerie that lets you tap or untap anything when it enters the battlefield and was really popular as part of an infinite combo with Splinter Twin until that got hit by the banstick; you should get some good mileage out of that and flicker effects.

I just did my first draft of Shadows over Innistrad; it's a rather interesting experience. Just from one go I like it more than I did drafting Battle/Oath simply because you aren't as solidly locked into strict archetypes; white-green alone has at least two completely different things it wants to be doing and just happen to overlap. I feel like Investigate is maybe a bit too powerful as a mechanic; it lets you set up early on with things like Thraben Inspector and then dump all your excess mana into drawing cards in the lategame.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 14, 2016, 02:17:55 PM
After a fair amount of testing I kind of have a handle now on how my Mazirek, Kraul Death Priest deck works. It's incredibly slow to get going and remains pretty fragile throughout, but it can really close out games once it gets rolling. I think my best bet for improving it might be embracing the slowness and focusing on staying power rather than trying to make it faster.

I'm still having a lot of trouble with bad players just feeding people games in my group though. I won my first Mazirek game of last weekend from three life when everyone else at the table was above 30 because one of said terrible players tapped out to drop that global token and counter doubling enchantment right before my turn. Everyone warned her not to do it, she said she had a plan, then everyone died before she could enact her "plan". Turns out it was to gain four more life with Essence Warden than she would otherwise have on her  next turn. :V
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 14, 2016, 02:59:39 PM
After a fair amount of testing I kind of have a handle now on how my Mazirek, Kraul Death Priest deck works. It's incredibly slow to get going and remains pretty fragile throughout, but it can really close out games once it gets rolling. I think my best bet for improving it might be embracing the slowness and focusing on staying power rather than trying to make it faster.

I'm still having a lot of trouble with bad players just feeding people games in my group though. I won my first Mazirek game of last weekend from three life when everyone else at the table was above 30 because one of said terrible players tapped out to drop that global token and counter doubling enchantment right before my turn. Everyone warned her not to do it, she said she had a plan, then everyone died before she could enact her "plan". Turns out it was to gain four more life with Essence Warden than she would otherwise have on her  next turn. :V
The Mazirek deck I built relies on a lot of the BFZ Eldrazi for extra value since that's what I had when I was building the deck; I love Catacomb Sifter and Smothering Abomination in the deck since they give you a lot of card draw power. I'm also pretty fond of Fleshbag Marauder/Merciless Executioner and other stuff for forced sacrifice effects. I imagine once you have a Grave Pact and/or a Dictate of Erebos out you can clear out a board pretty fast (add Smokestacks if you don't care about losing friends)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 14, 2016, 03:24:32 PM
I play all of that except the Grave Pact variants, which were removed due to our very soft ban on anything with strong lockdown potential. I don't know why I still follow those rules since everyone else seems to have decided that they get to be the exception, but I do for now. And that means no Smokestack too obviously.

The problem with that strategy is that it requires a TON of moving pieces to work well. You need Mazireck himself, things to sacrifice (although they can be your opponent's things which helps), a way to sacrifice the things, and some things to rack up counters from the sacrifices. Those parts can overlap to a significant degree, but losing any one of them can leave the deck pretty impotent until it gets replaced. It's extemely vulnerable to disruption, although the payoff is so huge that it's worth working out.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 16, 2016, 12:23:19 AM
It's been a while since I've been subject to a cheap ass infinite combo. Sigh. There's no fun in it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on April 16, 2016, 01:31:57 AM
It's been a while since I've been subject to a cheap ass infinite combo. Sigh. There's no fun in it.

Play Weiss, about the worst you'll see is getting hit 7 times by Unlimited Blade Works Shirou :D
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 16, 2016, 03:16:53 AM
I don't think anyone around here plays that. It's mostly MtG or nothing.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 16, 2016, 04:09:26 AM
Nobody around here plays it either, but that doesn't stop me from trying...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 16, 2016, 05:29:47 AM
There's shops in my vicinity that support a few other games like Weiss, Pokemon, YGO, Force of Will, and some more niche stuff like Netrunner and that Game of Thrones card game, but MTG has the most availability and flexibility.

Results of my draft tonight: 1-1-1 with RW aggro. Last match went to turns and ended in a draw when my opponent was at 1 life.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 18, 2016, 01:07:15 PM
While I adjust my Esper Control/Flicker/Faerie deck so it actually works (it does not, because the mana curve is just too fucked), I am thinking about building a Tutelage deck instead. TAC, you mentioned this one to me, and I found a similar one:

http://www.mtggoldfish.com/articles/budget-magic-91-35-tix-modern-tutelage-turbo-fog
Revolves around constantly no-selling opponent turns with fog spells while card draw is sped up to mill them out

http://www.mtggoldfish.com/articles/budget-magic-42-13-tix-marshmallow-tutelage
Revolves around turning opponent threats into being completely harmless, while milling them down and turning your enchantments into creatures with Starfield of Nyx (which I must add is a GORGEOUS card I must get a copy of even if I don't make this deck). (Anyone know where I can find a high res wallpaper of that, on another note?)


Anyway, I'm wondering which one would be more efficient, 'cause I wanna build at least one of them. What do you think?


(As for the Faerie deck, it just isn't efficient to run a bunch of 3/4 cost cards with a low manabase, but reducing the cards means I have fewer counters and so on. I'm slightly tweaking it to drop the fog and maybe Silence, as well as 2 of the Mistbind Cliques (tragic, because those were expensive cards), and just running 4 Faerie Harbinger to sniff them out when needed (and can be championed as needed as well). Instead, I'm thinking of dropping Telepathy in and putting in playsets of Despise and Duress to pick out counters and threats as I please. And Meddling Mage/Flickerwisp as well, to make things all the more frustrating. Maybe even an Oona that Harbinger can call up, if more fieldpower is needed? Being able to drop her against mono-color decks would be devastating,)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 18, 2016, 01:54:06 PM
The first is designed for Modern from the get-go; the second was designed for Standard, but a lot of cards in it like Tranquil Cove/Monastery Siege just rotated out so you'll need to do a lot of reworking to make the deck legal (and a lot more to make it Modern-viable).

As for the Starfield art, I looked and the illustrator apparently never released a full-res version of it :/
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 18, 2016, 01:57:39 PM
Tragic, because it's absolutely gorgeous. :(

But yeah, Turbo Fog it is! Seems fairly cheap and fun to make.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 19, 2016, 01:17:09 AM
I made the deck, with the adjustment of substituting 4 Tranquil Cove for 4 Seachrome Coast, the Temple of Enlightenment for a Tranquil Cove, and the 3 Shelldock Isle for 3 Island.

Tried it out at my LGS, and won twice in a row by making a deck go *pop*.

Of course, it's utter shit against burn and control, but aggro has absolutely no chance.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 19, 2016, 02:07:54 AM
Can you mitigate that with sideboard choices? Because that sounds... Bad? Consistency against different archetypes is kind of important or it's basically just a metagame warping lose-machine.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 19, 2016, 03:37:06 AM
I never really meant for this to be anything more than a "for fun" deck to be honest. The Faerie Control deck is the one I'm taking seriously.

As for sideboard... not really? I could just straight up get some "play a new turn!" cards, but that's boring and more money than I want to invest in a deck I only really bought for fun and to fill out my collection of utility cards.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 19, 2016, 03:52:52 AM
Fair enough. I guess turbofog isn't the kind of thing people are usually talking about when they say "for fun", but I don't know your local for fun meta. And obviously there's merit to playing even the most obnoxious of decks in a non-serious environment sometimes just because both players can learn a lot from them. And Starfield Of Nyx is pretty goofy, so maybe the deck is less hardcore irritating than I assume it is based on your brief description.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 19, 2016, 04:46:25 AM
Nah, Starfield of Nyx is in the marshmallow tutelage deck, not the turbofog.

My local meta is kind of at a tossup. A month or so ago, I think this deck would absolutely wreck the Eldrazi meta, but ever since Eye of Ugin was banned and all the bandwagoners jumped ship on that, there's been a lot more control being played as of late.

Honestly, I don't really think it's that obnoxious or unfair-- the deck is easily beaten with burn/control or having Elixir of Immortality on hand. It's a cheap-ass card, so there's little excuse not to have it in case of mill players. Anything that disrupts artifacts cripples it, and anything that disrupts enchantments ruins it entirely-- Kruphix and Howling Mine are the fuel and Tutelage is the engine of the whole deck after all. And you'll be drawing plenty of cards, surely you can pack some counters.

THAT SAID, it does no-sell some annoying common combos around here, especially using Kitchen Finks to get infinite life. I don't care about your life here! But a lot of Abzan decks also run Murderous Redcap that can burn me just as easily with the same combo.

So that's what I mean by "for fun". I know it can't handle some decks, but what it does handle, it obliterates.

The basic idea is to just keep dropping Kruphix and Mines to boost card draw. The opponent will take advantage of this and keep building up their side of the battlefield. Meanwhile, I'll eventually pull Tutelage and Supreme Verdict, nuke their board, and start debilitating them.

With one Tutelage and four of the draw boosters, that's five cards per draw phase, which means a MINIMUM of ten cards they have to discard. With two Tutelages, the game will be over in a couple of turns-- and combat is worthless when you have 18 fog-likes in the deck, so burn and counters are your only real option. It's an anti-combat deck that wins by merely defending and letting the opponent wear themselves out. I kinda like that concept.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Jq1790 on April 19, 2016, 04:48:12 AM
(I have no idea why I follow this thread when I don't actively play any of these things but I still find it fun to read about...)

Re: Starfield's art

It's not SUPER huge resolution but I did find this 1200x880 version that might not look too terrible blown up a bit unless you've got some sort of outrageous resoolution screen.

https://36.media.tumblr.com/c559141f4a18c2ea0daf275be622f6e9/tumblr_nsvg2uuCry1thxsmlo1_1280.jpg
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 19, 2016, 04:52:18 AM
Unfortunately, I have a huge screen, indeed. But that's the best size I've seen so far, so I quite happily accept! :D
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 19, 2016, 05:13:36 AM
Nah, Starfield of Nyx is in the marshmallow tutelage deck, not the turbofog.

D'oh!

So that's what I mean by "for fun". I know it can't handle some decks, but what it does handle, it obliterates.

Maybe I'm missing something, but that sounds like rock/paper/scissors to me, and that's not a game that I find to be that much fun. Whatever floats your boat though. I'm sure there's more nuance to it than that.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 19, 2016, 05:25:00 AM
To be more blunt: I'm really not playing it competitively-- more of a "if it works, cool, I get to laugh at their frustration" or "if it doesn't work, I expected it not to". I'm not going to be at FNM this weekend anyway, and by next weekend, I'll probably have more solid plans for the Faerie Control deck, that I actually am taking seriously and doing fucktons of research on.

Like I said, it really is just a deck I'm goofing off with until I figure my Faerie Control deck out (which I also bought some cards for today, including a pretty foil Oona. Closest thing I'll be getting to Bitterblossom, at least. <<; )

That, and it was an excuse to finally break down and buy some Glacial Fortresses and Supreme Verdicts, which should treat me well in other decks. And all the fog cards could come in handy elsewhere sometime. Maybe I could make a fog deck with Urza lands and lazily wave things away and then drop some huge cards and sweep the board. I dunno. The lands were the most expensive bit, with Supreme Verdict not far behind. The rest of the cards were pretty much $1 or less, aside from Howling Mine and Sphinx's Tutelage, which were a small amount more.

So if I do take it to FNM, it'll be for getting laughs out of a gimmick deck wrecking anything that needs combat to win. Not much else, unless you have some sideboard ideas that would make it a legitimate threat to burn and control :V


EDIT: I just realized that the sideboard gives legitimate burn counters with artifacts that give you Hexproof. Wow, how did I miss that?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 19, 2016, 08:31:26 PM
I finished breaking down and rebuilding my own Mazirek commander deck (http://tappedout.net/mtg-decks/a-savage-circle/). I think I may be too fond of recurstion/graveyard shenanigans for my own good.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 19, 2016, 08:43:39 PM
Yeah, I had to take it easy on that stuff after my old Savra, Queen of the Golgari deck caused a few people to nearly quit Commander. Easier to throw a fit than to run graveyard removal, right..? But yeah, that shit's super powerful. Even graveyard removal only does so much because repeating a powerful effect just once can be pretty game-changing.

I'll take a look at the decklist once I'm not on my phone and can handle the formatting better. Maybe I'll post mine eventually.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 20, 2016, 12:25:01 AM
I was hanging out at a different LGS today. Right before they closed...

"Hey, I feel kinda lucky today. Lemme have a 3-pack."
"Sure, good luck!"

First pack:
>Drownyard Temple

"Ah, that's pretty cool, I didn't have that one ye--" *drops the next card in the pack*

>Archangel Avacyn


...unlike PAD, I wholeheartedly welcome dupes.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 20, 2016, 02:03:04 AM
I finished breaking down and rebuilding my own Mazirek commander deck (http://tappedout.net/mtg-decks/a-savage-circle/). I think I may be too fond of recurstion/graveyard shenanigans for my own good.

Alright, now that I'm home I can take a closer look at this.

-Does Champion of Stray Souls ever do anything? That seems really, really hard to pull off.

-Ooh, Gyre Sage is a cool include. Didn't even think about that.

-I normally think Hardened Scales is garage, and I still kind of do here, but it is awfully appealing. Being able to add an extra counter to many creatures at a time many times a turn is about as good as that card is ever going to get outside of infinites. Adding another piece to the slow, fragile Mazirek engine seems sketchy, but it could blow out games fast.

Here's my deck:

http://tappedout.net/mtg-decks/19-04-16-mazirek-commander/

We've got quite a lot of overlap, but quite a few differences as well. It looks like yours leans a little more graveyard and mine a little more tokens.

Incidentally, I can't help myself and have to show off the cool sleeves that my Mazirek deck is in right now.

(http://i.imgur.com/fHFWhRC.jpg)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 20, 2016, 02:52:51 AM
Alright, now that I'm home I can take a closer look at this.

-Does Champion of Stray Souls ever do anything? That seems really, really hard to pull off.

-Ooh, Gyre Sage is a cool include. Didn't even think about that.

-I normally think Hardened Scales is garage, and I still kind of do here, but it is awfully appealing. Being able to add an extra counter to many creatures at a time many times a turn is about as good as that card is ever going to get outside of infinites. Adding another piece to the slow, fragile Mazirek engine seems sketchy, but it could blow out games fast.
I might put Champion of Stray Souls on the chopping block if it's not working out. Hardened Scales is mostly there to try to speed things up, it could easily get dropped in favor of Primal Vigor or something.

Cards I considered but didn't make the cut: Ambition's Cost (just draws cards once and does nothing else), Bone Splinters and Rabid Bite (I already have other ways to deal with creatures, if not necessarily targeted ones), Naturalize and Reclaiming Vines (not enough value compared to Acidic Slime or Reclamation Sage), Elvish Visionary (only draws one card), and Servant of the Scale (doesn't hit optimal value in this deck). If I can figure out more stuff to cut I kind of want to put Tireless Tracker/Ulvenwald Mysteries in because I think Clue effects would synergize really well with the rest of what the deck is trying to accomplish.

btw those sleeves are amazing, I saw some Sanae sleeves somewhere once but didn't think to buy them

Also congrats on that second Avacyn, Mats.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 20, 2016, 04:49:27 AM
Clue stuff definitely seems solid in this deck, but I think the green options we got are kind of underpowered. Tamiyo's Journal seems like the best bet, but it's also kind of terrible. Hopefully we get something solid in the next set.

I think all of the cuts you mentioned make sense except Elvish Visionary. I really, really like Elvish Visionary in Commander, and it pulls extra weight in this deck by being a free thing to sacrifice and/or a draw engine combined with graveyard recursion. It's not flashy, but I'm basically always happy to draw it at any point in a game. Helps if you have equipment and your deck really doesn't, but while your cutting things you might as well throw in Bonehoard. If Visionary isn't working for you fair enough, but if you're cutting it based on theory I'd say leave it in long enough to use it a few times and I think you'll be happy with it.

I never turn down an opportunity to buy Touhou sleeves. In addition to those Marisa ones I have Sanae, Yuuka, Tenshi, and Mokou and all of them are on Commander decks. The Marisa ones are probably my favorite though.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 20, 2016, 02:04:26 PM
I think all of the cuts you mentioned make sense except Elvish Visionary. I really, really like Elvish Visionary in Commander, and it pulls extra weight in this deck by being a free thing to sacrifice and/or a draw engine combined with graveyard recursion. It's not flashy, but I'm basically always happy to draw it at any point in a game. Helps if you have equipment and your deck really doesn't, but while your cutting things you might as well throw in Bonehoard. If Visionary isn't working for you fair enough, but if you're cutting it based on theory I'd say leave it in long enough to use it a few times and I think you'll be happy with it.
I really wanted to put Visionary in the deck for precisely that reason but the person I showed the deck to suggested taking it out when I was making cuts. Other creatures I wanted to mess around with via recursion but put on the chopping block are Blisterpod (I like stuff that makes Scions) and Servant of the Scale (one time I had Meren out and kept raising the Servant when another player had Elesh Norn out)

I'm thinking this deck is going to get split between two decks at some point; Mazirek and the counter stuff are going to get put in a Ghave deck I want to assemble when I have enough decent lands to make a three-color deck, and the graveyard stuff is going to become its own deck. I also kind of want to make some kind of elf deck around Nath.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 20, 2016, 03:53:35 PM
I'm kind of splitting up my deck ideas. My faerie deck might work better with more tokens and Cryptolith Rite than constantly counting things, so I may look into that.

My Eldrazi Displacer and such might work nicely into a standard deck with Avacyn.

And then there's my new idea: http://tappedout.net/mtg-decks/thought-control-1/

Lots of ways to look into opponent's hand and remove threats. Telepathy makes their hand always visible.

Soul Foundry lets me crank out a Meddling Mage or Reflector Mage every turn, so I can prevent spells from staying on the field or even being played at all. Chittering Rats every turn makes it so they always topdeck from their hand.

It could be fun! (And yes, I know the mana base is fucked, I had to leave before I could balance it out.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 20, 2016, 04:17:43 PM
Telepathy is a super interesting card. It has all of the hallmarks of a bad card (no board presence or card advantage, useless in multiples) but there's no denying it wins games. I don't think I could ever bring myself to run it, but I'm kibd of scared of it. And imagine the havok it would create in a multiplayer game...

Oh shit, actually I may have to try it in my Nekusar Commander deck. That sounds hilarious, although it might slow the game to a crawl.,
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 20, 2016, 04:59:20 PM
I thought it was pretty interesting myself, especially because it lets me play anti-control.

But how do you think it would do? I suppose it wouldn't be too bad as long as I can keep their field clean and hand jammed, I'm free to attack, but there's not much in the way of win condition, is there?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 20, 2016, 05:29:48 PM
I don't know. I've lost any ability to evaluate constructed decks, if I ever had any. I don't really play constructed except for Commander any more, and every time I try it's a disaster. It sounds like it might be a bit gimmicky (Soul Foundry is unplayably slow and sketchy in my experience), but maybe you have enough disruption to keep the weird gimmicks protected.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 20, 2016, 05:39:09 PM
It is slow, but once it's down, I'll be cranking out tokens every turn. Especially with Telepathy on board, I can use Meddling Mage to disrupt the worst threats.

It's really the best way to use Meddling Mage, since you can't flicker it without losing the lock you've made. Making tokens every turn (for any color mana!) lets me deny multiple threats, rendering their hand useless.

Another card I'm considering for the foundry is Hanweir Militia Captain, because I can easily pop out 4 creatures so it can flip, and if I can foundarize that, I'll have tokens that keep getting stronger for each creature-- and drop more tokens each turn.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 21, 2016, 02:54:32 AM
I think I found my commander, should I ever get into EDH. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=180607)

Esper colors? Check.
Decent cost for what it does? Check.
Debilitating effects? Check.

I can run all my favorite colors with it!

The price tag, though, especially if I want to snag a foil one.... sigh.

(Would I trade an Avacyn for that? Hmmm.)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 21, 2016, 03:33:16 AM
I think I found my commander, should I ever get into EDH. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=180607)

Esper colors? Check.
Decent cost for what it does? Check.
Debilitating effects? Check.

I can run all my favorite colors with it!

The price tag, though, especially if I want to snag a foil one.... sigh.

(Would I trade an Avacyn for that? Hmmm.)

Interestingly that was my very first commander. I did have a foil one, but I sold it for quite a bit a while ago. They got a considerable buff recently too. In Commander you  used to only be able to generate mana of the colors your commander provides, and that hurt Sen Triplets since it made playing red or green cards from other people very difficult. Now you can steal their land and actually get full use out of it, or play their stuff out of five-color mana rocks or land.

I'm sure you've noticed by now that we have a different philosophy on lockdown, and I can tell you that I tend to play very softball Commander with a group with a lot of house rules. But anyway, I would caution you to be a little careful running lockdown in Commander. Not only will it make you enemies, which is self-policing to a significant degree and fair enough, but it will also slow down an already-slow format to an excruciating pace sometimes. Commander games already tend to run over an hour, and a vast majority of lockdown strategies seem to use slow, boring win conditions. Maybe some kind of hybrid deck that can hit hard but that has a lot of obnoxious disruption might fit in very well, but anything slow and meticulous may be too annoying to use after the first few games.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 21, 2016, 04:50:16 AM
I'll keep that in mind, then.

I suppose having Modern be my preferred format as well as the one I learned how to play in has made me a little hypercompetitive-- but that's understandable, because you have to be willing to play rough to have a chance with the big netdecks. Over the time I've been playing, I've felt infinite combo wins to be unsatisfying and pure aggro to be actually pretty boring and repetitive, even if I was totally kicking ass with that budget Affinity deck. So I wanted to move on to homebrewing into the deck type that I've seen dominate the most around my area, and that's control, and to do that without being a complete copycat has meant that I've had to do shitloads of research of all the cards that could even possibly match the idea I have in mind. As a result, my desire to play Faerie Control began-- which has changed dramatically since last time: http://tappedout.net/mtg-decks/flickerfog-faeries/

The mana curve seems higher, but it plays way better than before. I may drop the Flickerwisps for smaller things like Augury Owl for scrying, Hanweir Militia Captain for power-boosting token generation, Consul's Lieutenant for team attack boosting, Imposing Sovereign to force opponents to summon things tapped so they're no threat to me, Judge's Familiar for more pinch counters, Kataki's War Mage as a counter to artifact decks, Kytheon, Hero of Akros if I really want to go all-out, Leonin Arbiter for search prevention (but that would fuck up my Harbinger), Meddling Mage for hand jamming, Realmwright for mana-fixing, Vault Skirge for more aggression/healing, Suture Priest for passive heal/damage, etc.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 21, 2016, 05:34:24 AM
I think I found my commander, should I ever get into EDH. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=180607)

Esper colors? Check.
Decent cost for what it does? Check.
Debilitating effects? Check.

I can run all my favorite colors with it!

The price tag, though, especially if I want to snag a foil one.... sigh.

(Would I trade an Avacyn for that? Hmmm.)
I've heard good things about Sen Triplets, the main thing being that it gives you a lot of flexibility with the type of deck you want to build and doesn't pigeonhole you into a specific strategy like some other commanders do.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 22, 2016, 04:08:03 AM
Okay, analysis of my revamped Flicker deck:


- Absolute nightmare against other control decks
I took the deck to my LGS and played against one of the guys there who is definitely one of the best (or at least, most money-invested) players there. I playtest against him often, because he mains control decks and is well known for having a stupidly resilient Grixis Control deck. I beat him three out of five games-- I don't think I've ever beat that deck before.

Flickering is a fantastic mechanic against removal, because flickers are so useful-- I can use them to disrupt targeting and it gives me great field control. Your Lightning Bolts and Terminates mean nothing if they can't hit a target!

I could tell that even in the games I lost, I was making him nervous. That was reward enough.


-Absolute garbage against blitz and token decks
I played the LGS shopkeep a few times after the control guy left. His Izzet Blitz deck revolved around boosting Kiln Fiend and Nivix Cyclops being pumped by cantrips rather than the quintessential pump spells. Even Mistbind Clique was useless here, because all of his spells are instants, and I can't counter all of them. Not worth it. And tokens are too hard for me to board-control without more Declaration in Stones, and I'd much rather invest in Path to Exiles over those.


Notes:
Faeries super underperformed. They're fun, sure, but they are awfully slow. I should just give up on them until I suck it up and invest in Bitterblossoms and Mutavaults. So as much as I love them, they're out.
Flickering is such a powerful mechanic-- even more so than I originally thought. Burn and kill spells on my creatures are pointless, and bouncing enemies away with Reflector Mage and Flickerwisp leaving me open to attack leads to fun results, including straight-up no-selling attacks after blocking them, leaving me free to attack the next turn.

So let's emphasize that!

I've renovated it again:
http://tappedout.net/mtg-decks/phase-distortion/

More flicker instants for more fun, more quick removal, and more punching power.

Notable additions:
Lingering Souls is back. Always nice to be able to get some chump blockers on the fly.
Blade Splicer is in-- ridiculously good to flicker, because multiple 3/3 first strike golems? Why the hell not.
Hanweir Militia Captain is in not only to lower the mana curve and give me something to play turn 2, but can become obscenely powerful when flipped. I was tempted to put Champion of the Parish in instead because it's faster, but Hanweir Militia Captain is more valuable overall.
Vapor Snag is in for quick removals with a little 1-damage slap in the face.

Avacyn is out, as much as I'm dying to use her. She just doesn't come out enough to be worthwhile, though she is sideboarded in case of token decks and slower decks.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 22, 2016, 04:23:38 AM
Do you think maybe Stonehorn Dignitary might work as a sideboard against aggressive decks? That's probably a stupid gimmicky idea that would never actually work, but on paper it helps with that problem.

I'm actually kind of surprised the deck doesn't do well against Kiln Fiends since flickering them loses them a ton of momentum (especially if it's from a repeatable source). If they're dropping all cantrips to power up then they're not losing cards I guess, but it seems like they would eventually run out of steam just by filtering into a bunch of land.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 22, 2016, 04:40:46 AM
Stonehorn Dignitary is one I've not heard of before! I can see it having potential. I would consider sideboarding it, especially if I can tell the opponent has to rely on combat to win. The catch depends on WHAT creatures they're playing. If they're able to just block for days, that's bad for me because I need to attack to win, myself. Sure, I have removal, but keeping a flicker lock combo going is costly.

On the other hand, if it's stuff that I can remove, fly over with Flickerwisp, or overwhelm with tokens, it'd be great.


Anyway, in the deck's new revamp, it probably would do pretty well against Kiln Fiend/Nivix Cyclops-- especially since I specifically picked things that compensated for what it was weak to previously-- that is, more flickers, more removal, and more blockers.

The faeries just were not pulling their weight, but now not only can Eldrazi Displacer  completely fuck over a pumped-up Kiln Fiend (or a Flickerwisp flickered by the Displacer, even better to send it away for the turn), it can also be exiled away with Fiend Hunter (how fitting), or if Temur Battle Rage is not on the stack, chump-blocked with a Spirit or killed by a first-striking Golem token.

There's more potential for flicker combos in this setup too. Due to the space text on Fiend Hunter, I can flicker it multiple times upon casting to exile multiple creatures before it all resolves, which is very nice-- but I'm not so sure how amazing that capability is in practice-- is the first exiled creature from the initial ETB exiled only until Fiend Hunter leaves, or is it exiled completely, since the initial Fiend Hunter never completely resolved and thus does not exist? Either way, 2+ for the price of 1.

Flickering Blade Splicer is just *devastating*. Throw down some of the 1-drop flickers on her to get a bunch of 3/3 first-strike golems-- and she's a prime target for Flickerwisp or Displacer.

Overall there's a lot more combo potential here and it can punch quite a bit harder, which is always nice. My hypothetical playtests seem to be consistently winning around turn 6-9, which seems pretty quick for a control deck, yeah?

Other things I'm considering:
Sun Titan: "Flicker" my killed-off stuff from the dead? Sure, why not?
Momentary Blink: A little more expensive, but a nice pinch flicker if I end up topdecking unhelpful things.
Conjurer's Closet: A flicker every turn! High CMC though.
Feeling of Dread: Some nice tapdowns leaving me open for striking that I can call back as a surprise.
Supreme Verdict: Emergency killswitch if they just have something way too far out of control.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 22, 2016, 05:03:15 AM
Pretty sure the victim of a flickered Fiend Hunter/Oblivion Ring/whatever is gone for good. People used to do that to me aaaaall the time when Oblivion Ring first came out and Momentary Blink was in standard with it.

Edit: I was playing monogreen Treefolk at the time too, so I was super weak to it. I miss Dauntless Dourbark.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 22, 2016, 05:33:07 AM
Beautiful. It's like an Oblivion Ring but better.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 22, 2016, 05:56:42 AM
If you're splashing black anyway I'd maybe go for a single Grave Titan; flickering it would give you a chance to get a lot of tokens on the board. Other fun stuff to flicker would be Sandsteppe Outcast or Eldrazi Skyspawner to get two creatures at once.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 22, 2016, 01:17:35 PM
Eldrazi Skyspawner and Blight Herder were actually in the Standard flicker deck idea I had! Of course, with the more expansive list of flicker capabilities I have in Modern, they'd work much better here. Sandsteppe Outcast has potential too.

Grave Titan, however... I'm not sure. I only have 5 black mana in the deck, and this deck already seems to be pretty consistent at meeting potential win conditions by turn 6-9-- so my chances of getting it out would be really super super steep-- certainly not one I'd keep in an opening hand unless I already pulled 2 black mana sources in my initial draw. It's an amazing card, but I don't think it would fit that well here.

For a relevant example, I had 2 Archangel Avacyn in this deck with 13 white sources, and I never once managed to cast her-- and she costs one less.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 22, 2016, 04:38:07 PM
Eldrazi Skyspawner and Blight Herder were actually in the Standard flicker deck idea I had! Of course, with the more expansive list of flicker capabilities I have in Modern, they'd work much better here. Sandsteppe Outcast has potential too.

Grave Titan, however... I'm not sure. I only have 5 black mana in the deck, and this deck already seems to be pretty consistent at meeting potential win conditions by turn 6-9-- so my chances of getting it out would be really super super steep-- certainly not one I'd keep in an opening hand unless I already pulled 2 black mana sources in my initial draw. It's an amazing card, but I don't think it would fit that well here.

For a relevant example, I had 2 Archangel Avacyn in this deck with 13 white sources, and I never once managed to cast her-- and she costs one less.
Yeah, Grave Titan probably isn't the ideal fit for this deck. I kind of forgot Blight Herder but it would probably be pretty impressive given how many exile effects you have to set it off.

I'm busy finding ways to tune up my monogreen deck; I kind of need to improve my matchups; looking at more protection against removal like Ranger's Guile or Alpha Authority, Obstinate Baloth for forced discard effects, Relic of Progenitus and Scavenging Ooze for the Tarmogoyf matchup... can't really figure out a good solution for Tron decks other than "try to get in for lethal before Wurmcoil or Ulamog drops"
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 25, 2016, 03:43:22 AM
After a weekend visit with my friend, we've both decided to start playing Pauper-- and I myself am going to tone it down on Modern, which is in kind of a worrying state right now. Shit's expensive enough in Modern (I spent over $110 on pieces of my flicker deck this weekend), but now with the announcement that Modern PT will be no more and hopes are being driven up for mass unbannings in Modern, I'm seriously tempted to drop out of it, because if that's all true, then it's going to become even more bland and uncreative.

So comes in Pauper-- "tier 1" decks are super cheap, and there's *far* more viable homebrewing potential that won't be utterly ripped to shreds by ridiculously broken netdecks.

So I have done some research and have decided that I'm going to get invested in that. I already have a few decks that I want to start making!

1. Grixis Delver Blitz (Delver of Secrets/Gurmag Angler/Kiln Fiend/Nivix Cyclops)-- I ended up buying some Ponders and Preordains and Gitaxian Probes today, because god help me if I'm not going to take every opportunity I can to use the stupidly good banned cantrips in a deck. And I got some Delvers too. This is mostly just a combined mirror of decks used against me in the past.
2. Dimir/Grixis Affinity -- Even if I can't use my Modern Affinity staples, I CAN use the artifact lands and Nim Shrieker, which works as if it had a Cranial Plating. Or I could take the stereotypical Atog Fling combo and wreck even faster.
3. Mono-Green Tron ( https://www.youtube.com/watch?v=Ko5k7FVgSMM ) -- This deck just looks fun as hell. And I found Urza lands for a dollar a piece this weekend. Score!
4. Flicker Control -- A Pauper translation of my beloved Modern homebrew. Essence Flux, Eldrazi Displacer, and Flickerwisp are obviously out, so that means I must be more creative, and I look forward to bringing my favorite mechanic to life. Probably will be Esper colors with a focus on black monsters, for the sake of flickering Gray Merchant of Asphodel and Chittering Rats.
5. Sacrifice Sisters -- I'm not sure if I can do this, but if there's a Common equivalent of Blood Artist, I have a really fun idea. Play Soul Sisters and Suture Priest for lifegain and opponent damage. Make a lot of tokens (and if there's a card that gives the opponent a lot of tokens, even better!). Put a Blood Artist equivalent down, and nuke EVERYTHING with a Shrivel. It's a fun concept, I feel, because it's resistant to burn and aggro (tons of life and lots of blockers that I WANT to have killed), which is very common in Pauper.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 25, 2016, 03:51:03 AM
I found Pauper to be extremely rigid with only a very limited number of viable decks, but I haven't played it in years. Last time I looked at it you played Storm or you played a dedicated anti-Storm deck or you lost before you could do anything. But I think a lot of the Storm stuff is banned now, or else enough new stuff has come out to open it up. I don't know if anyone hosts it around here, but I could stand to try it again I guess.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 25, 2016, 03:55:03 AM
Grapeshot is banned, for what it's worth. Thank god.

EDIT:
Full Ban List

Cloud of Faeries
Cloudpost
Cranial Plating
Empty the Warrens
Frantic Search
Grapeshot
Invigorate
Temporal Fissure
Treasure Cruise

Empty the Warrens, Grapeshot, and Temporal Fissure are dead storm cards. Rest in pieces.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 25, 2016, 04:50:01 AM
I haven't really seen a local pauper scene in the area where I live but if I learn there is one I can probably adjust my mono-green deck to use solely commons. Garruk's Companion interests me as a pauper substitute for Avatar of the Resolute and I have some copies of Young Wolf I can probably put in.

Due to the May FNM promo of Goblin Warchief I'm really interested in building some kind of goblin deck; thinking of either a commander deck utilizing Krenko, Mob Boss or some kind of mono-red aggro deck for casual Modern.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 25, 2016, 04:59:15 AM
Grapeshot is banned, for what it's worth. Thank god.

EDIT:
Full Ban List

Cloud of Faeries
Cloudpost
Cranial Plating
Empty the Warrens
Frantic Search
Grapeshot
Invigorate
Temporal Fissure
Treasure Cruise

Empty the Warrens, Grapeshot, and Temporal Fissure are dead storm cards. Rest in pieces.

Yeah, Temporal Fissure was definitely the big problem when I tried it briefly. I don't know if Grapeshot and Empty The Warrens were already banned then or not, I don't remember, but every deck was just built around Temporal Fissuring all your land on like turn three.

I haven't really seen a local pauper scene in the area where I live but if I learn there is one I can probably adjust my mono-green deck to use solely commons. Garruk's Companion interests me as a pauper substitute for Avatar of the Resolute and I have some copies of Young Wolf I can probably put in.

Due to the May FNM promo of Goblin Warchief I'm really interested in building some kind of goblin deck; thinking of either a commander deck utilizing Krenko, Mob Boss or some kind of mono-red aggro deck for casual Modern.

I've never seen goblin Commander work. Mono-red is the absolute worst color option in my opinion. It's not impossible to get it to work, but it takes a LOT of effort. Too many things it just can't do naturally.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Iryan on April 25, 2016, 07:53:23 AM
Pauper eh? Some time ago, when a friend wanted me to try it, I made a RW Arcane deck. I didn't look up anything beforehand, but apparently arcane is a very viable archetype? At any rate the deck seemed to do very well. Not sure if it would do well in a tournament, but if I made some more adjustment, it might. Probably just replacing the Soul of Magma with something else (Kiln Fiend?), and then some minor tweaks to the rest like adding some artifact/Enchantment hate. Also no sideboard because eh.  :V
--- Creatures
4x Lantern Kami
3x Kami of False Hope
3x Waxmane Baku
2x Soul of Magma
--- Spells
4x Lava Spike
4x Crack the Earth
4x Ethereal Haze
4x Blessed Breath
4x Spiritual Visit
4x Glacial Ray
3x Ire of Kaminari
---Lands
5 Mountain; 8 Plains; 4 Wind-Scarred Crag; 4 Boros Garrison
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 25, 2016, 02:52:08 PM
Whoa, Kami of False Hope would be *perfect* in my hypothetical Sacrifice Sisters deck. I was originally going to stock the deck with foglikes to begin with to help protect my life if needed, but it's a creature that can attack and can be killed off to deal damage and prevent it at the same time!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Iryan on April 25, 2016, 08:05:31 PM
Hehe, nice. May I suggest Blood Seeker, Deathgreeter, Unruly Mob, Court Street Denizen (assuming you have ways to instantly generate tokens), or even Thief of Hope (if you have multiple spirit creatures or even other arcane spells, and Kami of False Hope is a start)?
Assuming the deck is only BW, from what you said so far.


The arcane deck has a bit of a fog thing to it as well. Mixed with burn and aggro-control, depending on what exactly you draw and what your opponent is playing. Amass a few cheap arcane spells in your hand while holding the board with cheap creatures, use Kami of False Hope, Ethereal Haze, Waxmane Baku and Blessed Breath (and chump-blocking spirit tokens if necessary) to hold off enemies' attempts to kill you, while splicing on additional spells to keep you from running out of creatures, control the board with direct damage, or just blast the enemy in the face. Then you finish off your slowly worn-down opponent with a combination of Ire of Kaminari, Glacial Ray, and Lava Spike.

One nice thing is that basically all the cards have low cost, so you can play them early if you have to, but since you can splice them onto each other you don't really run out of cards as the game progresses, since you usually only play >one< arcane spell each turn, just with a bunch of stuff spliced on to it. If you get manaflooded you get wrecked pretty hard, but that is not really unique to this deck, so yeah.  :V
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 26, 2016, 12:06:07 AM
Blood Seeker and Deathgreeter are exactly what that deck needs, and I was considering Unruly Mob myself! You just saved this deck from being just an idea.

But it's a really stalltastic deck though, since I need Deathgreeter and Shrivel to pull the combo off. That's what the lifegain and fogs are for, I suppose!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 26, 2016, 12:29:29 AM
You also might be able to do something similar with Disciple Of The Vault, who isn't banned surprisingly. I guess all of the degenerate stuff with him involves rarer cards.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 26, 2016, 03:46:36 AM
More or less, yeah. Build an affinity deck, put down Atog and Disciple, and sac all of your artifacts to power Atog up, which will deal damage from the Disciple, and then you can swing or Fling Atog for the win.


The first deck I have built, however, is Grixis (let's be real, the only black thing is Gurmag Angler) Delver Blitz.

4x Delver of Secrets
4x Kiln Fiend
4x Nivix Cyclops
4x Gurmag Angler

4x Gitaxian Probe
4x Ponder
4x Preordain
4x Slip Through Space (I forgot this actually works as a cantrip!)

4x Lightning Bolt
4x Temur Battle Rage

4x Swiftwater Cliffs
4x Dismal Backwater
6x Island
4x Mountain
2x Swamp

Dunno how I feel about the manabase yet, but the deck itself is solid as fuck. Comboing is super easy and unlike the traditional deck, which uses Temur Battle Rage as the sole wincon, Slip Through Space works as an additional (though less effective) one.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 27, 2016, 05:18:43 PM
Picked up a few cards in what I hope will be one of my last "expensive" MtG purchases for a while. I decided that I'm spending way too much on this and it's just utterly absurd that I'm trying to compete with a bunch of $600+ decks in Modern that are copied from finely tuned GP winning decks and it's just... dumb.

So I think I'm going to drop out of the Modern running. I'll still play with my Flicker Control deck-- may as well, since it's more or less done, outside of the Fetch/Shock lands that could improve it, but I don't think I'll be investing in much more. I'd still really like to finish my Soul Sisters deck sometime too with some Serra Ascendants, Archangels of Thune, and Rangers of Eos, but I think I'll just be trading for those with cards I pull from packs/prereleases. (A pack here and there won't hurt, and my luck seems to be pretty decent for super rare stuff, so someday I may get something I don't want and is valuable that I can trade off.) But I'm tired of dumping enough money into a handful of cards that I could, you know, use to buy groceries and such. Not that I am spending above my means, mind, but it's still really unnecessary.

ANYWAY, all of that said, the few cards I bought were not necessarily for Modern, no-- it's for Standard, because with my nice draws from prerelease/random packs, I have a really solid setup for Game Day. Maybe. So I'm modifying my Flicker deck for Game Day play.

4x Hedron Crawler
4x Eldrazi Displacer
4x Reflector Mage
3x Hanweir Militia Captain
3x Eldrazi Skyspawner
3x Mist Intruder (may be dropped, they were originally there for card exiling as fuel for Blight Herder. who I dropped after I realized it's "when you cast" and therefore not flickerable)
2x Archangel Avacyn (the star of the deck, of course)
1x Thought-Knot Seer (not the most efficient thing, but works as a pinch flickerable hand breaker)
1x Linvala, the Preserver (because I don't have 3 Avacyn, and she's heavily flickerable, especially since this is a slower deck and the lifegain is more than welcome-- and the angel tokens would help too!)

1x Sorin, Grim Nemesis

2x Declaration in Stone

2x Anguished Unmaking
3x Eerie Interlude (super underrated card! Multiple flicker at instant speed; block attacks with your ETB cards and flicker them so the attacks miss AND a bunch of ETB triggers occur at endstep!)
4x Essence Flux

1x Invocation of Saint Traft (because I dunno. Might be nice. I have another if it works well.)

1x Westvale Abbey (there's a decent amount of creature generation, so if I can throw this down, Ormendahl is a solid wincon)
8x Plains
8x Island
4x Caves of Koilos
2x Shambling Vent
1x Warped Landscape

Sideboard:
2x Wall of Resurgence (huge flickerable wall that turns lands permanently into 3/3 elemental land creatures-- that I can keep dumping counters on when flickered? Yes please. May even play this in modern)
2x Mizzium Meddler (Kind of a pseudo-flickerable Spellskite? He can be flashed in!)
3x Enlightened Ascetic (More flickerbait that has ETB destroy enchantments. Because I'm predicting a lot of human token decks with Cryptolith Rite and FUCK THAT)
1x Eerie Interlude (may as well toss it in)
2x Spatial Contortion (could be a useful buff/kill spell)
1x Matter Reshaper (Unsure of this one, but it could work okay? I'm imagining using it to bring Displacer/Skyspawner/Reflector Mage back?)
1x Hanweir Militia Captain (in case 3 is not enough)
3x Stasis Snare (more removal. Flashable!)


Any inexpensive modification ideas would be greatly appreciated!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 27, 2016, 09:21:44 PM
Oh shiiiit I hear my store just got some Kill La Kill sleeves in. They're white with the same art from the Weiss Schwarz Chibi Ryuuko art. They're pretty expensive, but I had then pull three packs for me. I'm going to put a Weiss Schwarz deck in one and set the others aside for some future Commander deck.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 28, 2016, 05:23:37 PM
We didn't get enough people at my LGS last night for a normal draft so we wound up doing a 5-player Conspiracy draft instead.

I was first to get eliminated but I got some sweet cards out of the draft like Reflecting Pool, Smallpox, Decimate, and Fires of Yavimaya. 
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 29, 2016, 05:18:01 PM
Picked up a few cards in what I hope will be one of my last "expensive" MtG purchases for a while. I decided that I'm spending way too much on this and it's just utterly absurd that I'm trying to compete with a bunch of $600+ decks in Modern that are copied from finely tuned GP winning decks and it's just... dumb.

So I think I'm going to drop out of the Modern running. I'll still play with my Flicker Control deck-- may as well, since it's more or less done, outside of the Fetch/Shock lands that could improve it, but I don't think I'll be investing in much more. I'd still really like to finish my Soul Sisters deck sometime too with some Serra Ascendants, Archangels of Thune, and Rangers of Eos, but I think I'll just be trading for those with cards I pull from packs/prereleases. (A pack here and there won't hurt, and my luck seems to be pretty decent for super rare stuff, so someday I may get something I don't want and is valuable that I can trade off.) But I'm tired of dumping enough money into a handful of cards that I could, you know, use to buy groceries and such. Not that I am spending above my means, mind, but it's still really unnecessary.

ANYWAY, all of that said, the few cards I bought were not necessarily for Modern, no-- it's for Standard, because with my nice draws from prerelease/random packs, I have a really solid setup for Game Day. Maybe. So I'm modifying my Flicker deck for Game Day play.

4x Hedron Crawler
4x Eldrazi Displacer
4x Reflector Mage
3x Hanweir Militia Captain
3x Eldrazi Skyspawner
3x Mist Intruder (may be dropped, they were originally there for card exiling as fuel for Blight Herder. who I dropped after I realized it's "when you cast" and therefore not flickerable)
2x Archangel Avacyn (the star of the deck, of course)
1x Thought-Knot Seer (not the most efficient thing, but works as a pinch flickerable hand breaker)
1x Linvala, the Preserver (because I don't have 3 Avacyn, and she's heavily flickerable, especially since this is a slower deck and the lifegain is more than welcome-- and the angel tokens would help too!)

1x Sorin, Grim Nemesis

2x Declaration in Stone

2x Anguished Unmaking
3x Eerie Interlude (super underrated card! Multiple flicker at instant speed; block attacks with your ETB cards and flicker them so the attacks miss AND a bunch of ETB triggers occur at endstep!)
4x Essence Flux

1x Invocation of Saint Traft (because I dunno. Might be nice. I have another if it works well.)

1x Westvale Abbey (there's a decent amount of creature generation, so if I can throw this down, Ormendahl is a solid wincon)
8x Plains
8x Island
4x Caves of Koilos
2x Shambling Vent
1x Warped Landscape

Sideboard:
2x Wall of Resurgence (huge flickerable wall that turns lands permanently into 3/3 elemental land creatures-- that I can keep dumping counters on when flickered? Yes please. May even play this in modern)
2x Mizzium Meddler (Kind of a pseudo-flickerable Spellskite? He can be flashed in!)
3x Enlightened Ascetic (More flickerbait that has ETB destroy enchantments. Because I'm predicting a lot of human token decks with Cryptolith Rite and FUCK THAT)
1x Eerie Interlude (may as well toss it in)
2x Spatial Contortion (could be a useful buff/kill spell)
1x Matter Reshaper (Unsure of this one, but it could work okay? I'm imagining using it to bring Displacer/Skyspawner/Reflector Mage back?)
1x Hanweir Militia Captain (in case 3 is not enough)
3x Stasis Snare (more removal. Flashable!)


Any inexpensive modification ideas would be greatly appreciated!


I ended up buying some Cryptolith Rites anyway oops
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 29, 2016, 05:45:49 PM
Yeah, I ended up buying a couple anticpating them going up. Typically I'm bad at calling this stuff, but they weren't too expensive and I could maybe use them some day even though I can't right now.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 29, 2016, 06:52:49 PM
I dunno how my deck is going to perform in practice now that I put them in-- that's why I'll be playtesting it tonight at FNM.

Honestly, I don't care all THAT much. I just want a healthy sendoff to my excessive spending habit. After this, I'll be focusing on Pauper and wish-list things only. That is to say, I just want to finish my damn Soul Sisters deck. So a playset of Serra Ascendants, a playset of Ranger of Eos, 2-3 Archangels of Thune, and 2 more Path to Exile. I won't be getting Auriok Champions because they're too fucking expensive for too little value-- honestly, I'd just run Suture Priest or Hanweir Militia Captain-- and if I ever do magically get some, I'm not keeping them. Some Leyline of Sanctity would be nice, too.

Oh, and maybe a Sen Triplets for EDH building.

And none of this has to come at once.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 29, 2016, 08:20:48 PM
I've got tons of Commader staples, many of them from a former Sen Triplets deck, layibg around, so if you ever do get around to building one maybe we can trade and save you some money. I didn't keep any of the expensive stuff, but I would kind of recommemd against spending big on Commander anyway.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 01, 2016, 03:46:24 PM
I'll keep that in mind, for sure.

But for now!

I pulled the trigger on 4x Serra Ascendant, 4x Ranger of Eos, and 2x Archangel of Thune.

They're coming home. My most desired Modern deck will be more or less complete (aside from some cheapass <$1 cards that I'll pick up later.)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 01, 2016, 03:52:03 PM
I think I've tweaked my Mazirek Commander to the point where once I can get him in play and keep him in play for a couple of turns I can usually do very well. May need to cut some stuff for more Darksteel Plate and Whispersilk Cloak type stuff to protect him, but I don't know what I would cut.

Unfortunately he tends to win big when he wins, and I'm noticing that means people single me out early in the next game no matter what I play. My last two weeks of Commander went exactly like this:

I play Mazirek, sweep the first game relatively uncontested. I switch decks, then get ganged up on and killed in the first fifteen minutes of the second game by someone who thinks they're far enough ahead to finish off the remaining players quickly, but they're wrong. The game proceeds to last for ninety more minutes after I get knocked out, I sit there playing Fire Emblem, then the worst player at the table wins because the better players are focusing on each other and let them get out of hand.

I guess we play at my house so if somebody should get hated out in the first 20% of the game it should be me. I can just get up from the table and go about my business. :V
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 05, 2016, 12:37:12 AM
The cards incoming begins. First Archangel arrived today. Picked up a few deck staples like Squadron Hawk and such, and a few sideboard entries like Sundering Growth, Rule of Law, and Kor Firewalkers.

Also grabbed a couple Aven Mindcensors after I realized that not only could I really screw things up for fetch/scapeshift users, but they could also fit well in my flicker control deck.

And finally, some bright pink sleeves and perfect fit sleeves for double-sleeving. This is the one deck I wanna go all-out for.

I'm also considering a red variant that runs some burn spells, Purphoros, and Norin the Wary as well, for a ton of life/damage triggers. >:D
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on May 05, 2016, 04:45:19 AM
And finally, some bright pink sleeves and perfect fit sleeves for double-sleeving. This is the one deck I wanna go all-out for.
Double-sleeving? They got to you too didn't they

I'm also considering a red variant that runs some burn spells, Purphoros, and Norin the Wary as well, for a ton of life/damage triggers. >:D
You might also want to look into Impact Tremors or Outpost Siege as other ways to stack up damage with flicker effects. Lightning Helix would also be a good fit, as it's a red-white dual-color spell that gives you a decent life swing in your favor.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 05, 2016, 08:12:09 AM
Well, this is by far my most expensive deck and will probably be my most played one, so I figured it'd be best to keep them in the best condition possible (especially after last FNM when some ass grabbed my deck to cut and riff-shuffled it-- my Avacyns were in there!). What I was not aware of, however, was how much air builds up in the sleeves, so the slightest pressure on the deck more or less makes it all explode, sending cards flying out from the sides. I do hope that stops being a problem.


And sure, why not? I'm not 100% sold on mono-white sisters after all, I wanna play around with the deck and make it unique. I'd also add Boros Charm for versatility as well, but otherwise pack some bolts and rip them to pieces. I also considered a green variant that packed things like Melira for infect disabling, or a black variant with more kill/control spells and Vizkopa Guildmage, who combos super well with the Martyr of Sands as a wincon. Also, Killing Wave-- build up a ton of life and spend a lot of it to boardwipe and kill my opponent.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 05, 2016, 12:04:00 PM
Also, Killing Wave-- build up a ton of life and spend a lot of it to boardwipe and kill my opponent.

Just keep in mind that's boardwipe OR kill your opponent, and they get to choose.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 05, 2016, 04:30:36 PM
I would only really be playing it when the result would overall be the same. Either they die to the wave or my imminent attack after it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 05, 2016, 04:47:14 PM
Conventional wisdom says Killing Wave is just worse than a board wipe since your opponent will never choose the worse option barring hidden information, so a reliable spell that will always do what you want it to do is better.

The catch obviously is that you can selectively save your own stuff with your huge life total, but I'm not sure it's worth the tradeoff. Certaiy worth a shot though, I'd be interested to hear how it performs.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 05, 2016, 05:13:15 PM
I think of it this way-- if I was playing white/black I'd be honestly playing more forcefully on the lifegain side of things, probably making it more of a MartyrProc deck than Soul Sisters, because I would be wanting mass lifegain over slow, sustained lifegain. That way I can abuse things like Vizkopa Guildmage with Martyr or using Dazzling Reflection on my own pumped up Ajani's Pridemate so I gain a ton of life and they lose a ton of life, and I could effectively use the new SOI one-drop 5-lifegain instant as a burn spell. I'd have to probably toss some Sanguine Bond in the deck as well to really manipulate that factor, though. I just think it would be hilarious to kill my opponent not by attacking, but by healing myself.

(of course, I guess I could also do the lame infinite combo with Kitchen Finks too-- just instead of running Melira, who would technically be superior for being infect-proof, I'd be running Anafenza instead.)

(who knows though, maybe running Abzan Sisters might be pretty interesting!)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 06, 2016, 05:24:12 PM
Meanwhile, I just ordered the last few pieces I needed for the deck because none of the LGSs here had them (or cost way too much):

2x Windbrisk Heights (FTV edition! Shiny~)
2x Path to Exile (foil FNM promos, costing less than the normal ones)
2x Rest in Peace
3x Stony Silence


And once those get here, the deck will finally be "done". Until I start playing with multi-color approaches.



Meanwhile, there's a Spike-type (he even prefers to be called Spike) at the LGS I go to most that has been building a Soul Sisters deck too, and he insists that Flagstones of Trokair is essential to the deck and I just don't see it. Like, I get it-- kill it off with Ghost Quarter and you can thin your deck out by grabbing another Plains. But it seems so utterly pointless-- you're wasting a Flagstones AND a Ghost Quarter to get one Plains card-- trading 2 mana for one! That makes no sense to me, especially since he's running mono-white. I could understand running it if you were grabbing some dual lands, but... no, it's such a waste. Especially if you're running Aven Mindcensor to ruin opponent lands with the Ghost Quarters-- a legit strategy, but you're fucking yourself over with that!

I think Windbrisk Heights is far better-- and I daresay one of the best cards in the deck. It's great because it lets you not only thin your deck out by putting a card under it, but there's three cards in the deck that are extremely good hidden under it-- Honor of the Pure allows you to attack with weak cards and have them block with weak cards, and then you ambush them with +1/+1s. Spectral Procession gets to be cast for one mana cheaper at instant speed with it, which gives a life boost when Sisters out and a huge stat boost to Ajani's Pridemate if he's out. Or if it's that last push you need to take your Serra Ascendant from 1/1 to 6/6 with flying. And finally Archangel of Thune (which he swears is a bad card for the deck) is the ultimate bomb, especially if you have multiple sisters out.

The lattermost is a great powerplay, especially if the opponent knows you have Thunes in the deck. You can swing in with everything and one of three things will happen: A) they let the attack through thinking you're bluffing and you actually are, and you deal damage to them, B) Swing with everything, they let it through, calling your bluff, and you actually do have Thune and toss her out, and suddenly everything has multiple +1/+1 counters EACH and you crush them, or C), they block the Sisters and lose their creatures to the buff everything gets when Thune comes out.

And that, to me, is much more valuable than some severely overpriced Legendary Lands that are less useful than fetch lands. There's not much Soul Sisters has in the realm of removal or control, so Windbrisk Heights at least lets you set up strategic strikes and lets you play mindgames with your opponent, effectively letting you play control with no cost whatsoever.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 06, 2016, 05:26:46 PM
I think the point of Flagstones is that you cam thin your deck by just playing another copy of itself, since it's legendary. That's still how the legend rule works, isn't it?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 06, 2016, 05:53:20 PM
You can, but there'd be only four of them-- the odds of that actually working efficiently is severely low in contrast to the severely high cost of Flagstones. Sure, you can toss down a new Flagstones and thin your deck out by one single card, but it won't happen very often, and the benefit is very small. Play Flagstones, and it works like a regular Plains. Play a new one, and you can search for a Plains card (in which the only real legit reason I'd ever consider this is for dual lands), and the old Flagstones is nuked. You literally did very little for the exact same board state you would have had playing two regular old Plains, Ghost Quarter it, and you go from having 2 lands at your disposal to 1. It just doesn't translate to the $25+ cost for each Flagstones. If it was a $1 card, I'd run it for the tiny advantage. But it's just not a good card, unless there's something I'm seriously missing here.


Meanwhile, Windbrisk Heights will *always* thin your deck by a card by essentially letting you scry 4, pick the best of the 4 and set a trap with it, and put the rest on the bottom of your library. Sure, it may backfire occasionally, but the card you hide underneath will almost always be a beneficial card, because the ones you especially want to see are Spectral Procession (4 in deck), Honor of the Pure (4 in deck), or Archangel of Thune (2 in deck). If 10 possibilities aren't enough, then other acceptable cards are Ranger of Eos (I'll be running 3), Aven Mindcensor (2 in deck), Squadron Hawk (4 in deck) or maybe even Ajani's Pridemate (4 in deck).

Spectral Procession gives you three flying creatures and that also means 3 life gained times the number of Sisters on the board-- and that many more +1/+1 counters on Ajani's Pridemate or on EVERYONE if Archangel of Thune is out.
Honor of the Pure is a great bluff that lets you swing in and cast it at instant speed, obliterating weak things that the opponent blocks with.
Archangel of Thune is the best bomb in the deck, as previously mentioned.

Ranger of Eos can be cast for half price with Windbrisk, and you can thin your deck by two choice 1-drop cards with it. Deck-thinning and advantageous, especially if you've got a fairly large hand and fetch Martyr of Sands and Serra Ascendant.
Aven Mindcensor can be flashed in at the end phase for 1 mana less, because that is generally when people fetch their shock lands before their own turn so they can play it without paying 2 life. Throwing Aven Mindcensor out of Windbrisk would have you watch them blow up their fetch land for 1 life, and then be unable to search for the land they want if it's not in their top 4 cards.
Squadron Hawk is another deck-thinning ambush that gives you fuel for Martyr of Sands or at the very least, some fliers you can cast in following turns to use for whatever necessary purposes. That's more life, more damage, more chump blockers, and more power for Ajani's Pridemate if he's out.
Ajani's Pridemate is best as a last resort and you didn't get any of the above. Pridemate is super-vulnerable early game if you don't have Sister support to get him out of bolt/stat reduction removal range. Play him at a later time and he'll be much more likely to survive. And as the Soul Sisters equivalent of a Tarmogoyf, you want him to survive.

Meanwhile, Flagstones lets you rarely thin your deck for a single card for no real hand advantage or board state advantage, and very little card advantage by minuscule thinning. That is far more useful in a multi-color deck or a deck running Landfall stuff.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 06, 2016, 06:04:07 PM
I'm certainly not trying to make the case that Flagstones is better than a Hideaway land in a deck without dual lands, but that's how it's typically used, or at least it was at one time.

I'm a big fan of Hideaway generally, although the drawback is less in Commander where losing access to one mana for one turn isn't that bad, and you'll probably be playing big stuff so the blowout potential is huge. In that format Mosswort Bridge is by far the best though because the condition is less strict in timing so you can use it as a trap on opponents' turns more easily.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 06, 2016, 07:01:58 PM
Yeah, I get what you're saying. I'm just trying to understand why he's so hellbent on saying Flagstones is strictly better than Windbrisk in this deck, when I can't really see any actual need for it at all.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 07, 2016, 02:27:14 AM
FNM was kind of a wash tonight. Kinda wish I had all of my Soul Sisters deck ready so I could test it out.

I did buy a 3-pack of boosters though and got a foil Sigarda though! I've never pulled a foil rare before, much less mythic rare. And she has great potential in a green/white Soul Sisters deck, too! So all around a good night.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 11, 2016, 12:56:43 AM
The rest of my soul sisters pieces (sans Path to Exile) arrived today. Playtested it a little against casual decks and won consistently, but that's no indication of how it works against competitive decks...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on May 16, 2016, 03:52:51 PM
Well, they just announced (http://magic.wizards.com/en/articles/archive/news/announcement-day-2016-05-16) the next seven months' worth of MtG releases at once.

Summary:
-Fall set will be Kaladesh, which was first teased at in Magic Origins. It will be followed up by a set called Aether Revolt.
-Next Duel Deck set will be Nissa vs. Ob Nixilis
-The next Commander set will be focused on four-color decks, the first time we've seen four-colored cards since the original Ravnica set
-The 2012 Planechase decks will be reprinted as an anthology.
-Intro packs are being phased out in favor of 60-card Planeswalker theme decks. Fat packs will now be called bundles, and contain an additional booster pack to bring the total up to ten per box.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 16, 2016, 04:12:49 PM
Pretty awesome! I like how intro packs are being phased out, since there's nothing but bulk and shit rares in them. But planeswalker packs have potential!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 16, 2016, 07:14:12 PM
Also, I went to one of the farther-away stores today trying to find some Burrenton Forge-Tenders (because fuck red removal spells) and

(http://i.imgur.com/7miYGwq.jpg)

the ultimate soul sister
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 16, 2016, 07:59:07 PM
Yup, I've got a Weiss Schwarz deck in one of those. Very fitting for your deck though. :D
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on May 20, 2016, 03:28:51 AM
Yup, I've got a Weiss Schwarz deck in one of those. Very fitting for your deck though. :D

I can guess what box those annoying "take infinite turns" decks go in then :V

Managed to pull Nahiri in my draft last night. Don't have enough cash to build around it in Standard but I feel like it could be a fun addition to a Commander deck, especially a WRG one where I can use that last ability to toss out big creatures out of nowhere.

also pulled another Cryptolith Rite which is good because I think that's going to go into a lot of decks I build from now on
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 20, 2016, 04:07:59 AM
If you are so inclined, I'd mention the possibility of cashing her in. Her price just exploded since she's in a new tourney-winning deck in Standard and now she's worth more than Avacyn is right now.

Meanwhile, I bought a 3-pack today while I was out buying cards for Pauper decks and got mostly junk. Sadness.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on May 20, 2016, 04:14:01 AM
If you are so inclined, I'd mention the possibility of cashing her in. Her price just exploded since she's in a new tourney-winning deck in Standard and now she's worth more than Avacyn is right now.
What I might do is cash it in, then if that deck I want to use it in comes together I'll buy one back after it loses value

Edit: So I traded it in for store credit and used part of what I got for it to draft again. And what to I get from what I open? SORIN. HOW.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 21, 2016, 07:13:53 PM
Sorin is also a good card. I wish I had a way to use him effectively though.


Meanwhile, I went 3-1 at FNM last night and came in 4th of 18. Soul Sisters.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 22, 2016, 11:01:39 PM
I had a really nerdy moment and decided to make a tribute to one of my favorite series ever.

Introducing Cardcaptor Control (http://tappedout.net/mtg-decks/cardcaptor-control/).

It's a permanent control deck that seems like it'd be really slow at first but once it hits its curve, is very tough to stop. Use Oblivion Ring, Detention Sphere, and Banishing Light to trap and lock down not just creatures, but other permanents, and use Ghostly Prison to keep your opponent from attacking effectively. Use Flickerwisp for flickery shenanigans and Admonition Angel for landfall card capturing. Fiend Hunter and Reflector Mage also serve as useful disruption against creatures. Win condition is simply pinging away with Wisps or Angels while equipped with Ethereal Armor, which will make them very big first strikers with all the capturing you'll be doing.

I'm gonna put it together in XMage and see how it works out.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 23, 2016, 01:53:00 AM
Link seems to be borken.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 23, 2016, 02:03:00 AM
Oh, right, I had it on private.

Should work fine now.


EDIT: I just timed out a whiny 8-rack player on XMage. Mission. Fucking. Successful.

Cardcaptor Control's bread and butter is permanent hate. Troublesome creatures? Gone. Enchantments causing problems? Not anymore! Artifacts out of control? Only if I say so.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on May 24, 2016, 09:48:26 PM
So they've been starting to announce stuff for Eternal Masters. The contents look solid so far but knowing I probably won't find a pack for less than $20 makes me sad
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 25, 2016, 12:47:31 AM
Thankfully my favored LGS is going to be getting some boxes. I just hope the greedy rich bastards in my area don't preorder them all so we plebs can't have any.

I'm not so interested in most of the stuff, but I wanna buy some packs for value's sake. If I get some really money cards, I could buy myself some of the pricey staples for decks I use!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Suikama on May 25, 2016, 07:30:30 PM
Anyone here play Force of Will? I have a few friends who are into it right now and are trying to get me back on the cardboard crack life :V
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 25, 2016, 09:11:28 PM
I considered it, but barely anyone plays it around here... or anywhere, apparently. I ended up selling my soul to Magic instead because that's played everywhere.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 25, 2016, 09:17:20 PM
Nah, Commander and the small amount of Weiss Schwarz and Pokemon I play are enough.  I know we used to have a ton of people playing it around here and now almost all of them have quit,  but I have no idea why.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on May 27, 2016, 02:46:25 PM
Full reveal for Eternal Masters is up. (http://magic.wizards.com/en/articles/archive/card-image-gallery/eternal-masters)

I'm both excited for this set and sad I'll probably get to draft it once if at all. On the other hand, as a green player there's a lot of reprints here that make me giddy.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 27, 2016, 03:01:13 PM
As a modern player, it's hard to be enthused, but I'm definitely in for the sake of value and for the pauper reprints.

But if I can get some of those sweet mythics, I may be able to get some value toward cards I need like Bitterblossom and Auriok Champion. (Yes, I scoffed at her before, now I see why she's good.)

I wonder how many people are raging over lack of Tarmogoyf?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 27, 2016, 03:12:35 PM
Lots of great Commander stuff in there.  Hopefully this makes an actual impact on the value of any of that stuff,  but at the very least it puts more mint copies of Sylvan Library into the wild.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on May 27, 2016, 03:37:47 PM
I wonder how many people are raging over lack of Tarmogoyf?

putting it in a Masters set wouldn't have done anything for the price given the limited print runs and the sheer demand for yhe card, and I can think of more glaring omissions:

-Serum Visions (seriously no common should be $7)
-Lightning Bolt
-anything with Phyrexian mana (so no Gitaxian Probe or Dismember)
-multicolor mana sources
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 27, 2016, 04:15:01 PM
Yeah, I was pretty surprised to see such staple cards omitted.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on May 28, 2016, 08:58:16 PM
Yeah, I was pretty surprised to see such staple cards omitted.
Well, we're getting Conspiracy: Take the Throne later in the summer so we could be seeing a few reprints we didn't get here.

Meanwhile, I'm suddenly excited for Standard again so I'm suddenly deckbrewing again.

The three ideas I have so far:
Obligatory Monowhite Human Deck (http://tappedout.net/mtg-decks/obligatory-monowhite-human-deck/)
Scribe's Papermill (http://tappedout.net/mtg-decks/scribes-papermill/)
Monored Mania (http://tappedout.net/mtg-decks/monored-mania/)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 29, 2016, 05:05:45 AM
Mazirek Commander is being slowly refined into something actually really scary. It's all down to the balance between all of the various requirements to activate his ability and ways to protect those fragile parts, but I think the balance is getting closer. It's always going to be volatile because a lot can go wrong, but I absolutely stomped the most tryhard five-color superfriends deck I've ever seen (the guy's mana base just during that game easily added up to far more value than my entire collection) earlier today, so I think I'm making progress.

Meanwhile, I was given a bunch of code cards for the online Pokemon TCG, so I downloaded that earlier and just played a few rounds. I've got a better-than-average win rate against randos, even despite the fact that I'm just playing with a couple of theme decks and the contents of a handful of packs. Played against a timer stalling shitbag in my last round though, so if that's ever a trend I seriously doubt I'm going to keep playing.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 29, 2016, 05:36:39 AM
Well, we're getting Conspiracy: Take the Throne later in the summer so we could be seeing a few reprints we didn't get here.

Meanwhile, I'm suddenly excited for Standard again so I'm suddenly deckbrewing again.

The three ideas I have so far:
Obligatory Monowhite Human Deck (http://tappedout.net/mtg-decks/obligatory-monowhite-human-deck/)
Scribe's Papermill (http://tappedout.net/mtg-decks/scribes-papermill/)
Monored Mania (http://tappedout.net/mtg-decks/monored-mania/)

For the humans, can I suggest dropping some of the one-drop 2/1s for Hanweir Militia Captain? She's an astounding force in such a deck, flipping into something huge that only becomes huger. Especially if you run some Secure the Wastes for even more dudes on the field.


Mazirek Commander is being slowly refined into something actually really scary. It's all down to the balance between all of the various requirements to activate his ability and ways to protect those fragile parts, but I think the balance is getting closer. It's always going to be volatile because a lot can go wrong, but I absolutely stomped the most tryhard five-color superfriends deck I've ever seen (the guy's mana base just during that game easily added up to far more value than my entire collection) earlier today, so I think I'm making progress.

Meanwhile, I was given a bunch of code cards for the online Pokemon TCG, so I downloaded that earlier and just played a few rounds. I've got a better-than-average win rate against randos, even despite the fact that I'm just playing with a couple of theme decks and the contents of a handful of packs. Played against a timer stalling shitbag in my last round though, so if that's ever a trend I seriously doubt I'm going to keep playing.

How is Pokemon these days? I stopped playing like 12 years ago. The cards today look so absurdly overpowered, but the art is so fucking nice looking that I kinda wanna dip my feet in the game again. Just a deck or two for funsies.



Meanwhile, I've been chatting it up with folks at MTGSalvation in the Soul Sisters thread. I feel like I'm learning a lot and becoming a better pilot of the deck-- and while it's not even considered a tiered deck these days, I want to eventually find some way to make it better than it has ever been before. I went 3-1 at FNM a week ago (granted, I was at a different LGS facing much less tournament-grade decks), and went 2-2 at FNM this week (losing against that goddamn motherfucking Jeskai/Mardu Nahiri craze that has swept Modern and Esper Control because every moneysack in the area runs a playset of Liliana of the Veil, aka the most fucking unfair card in the game that for some reason has never been banned despite being traumatically overpowered). So the potential is there.

I know it is-- a guy has been going 5-0 playing Soul Sisters these past couple weeks in Competitive Modern League: http://www.mtggoldfish.com/deck/421900#paper

As much as I am loathe to say it, I may have to invest in those disgustingly overpriced Flagstones. Deck thinning seems to be the name of the game here. But at least I won't need Auriok Champions?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on May 29, 2016, 05:57:47 AM
For the humans, can I suggest dropping some of the one-drop 2/1s for Hanweir Militia Captain? She's an astounding force in such a deck, flipping into something huge that only becomes huger. Especially if you run some Secure the Wastes for even more dudes on the field.
Militia Captain is fairly solid but I'm not sure I want to use the conditional transformation effect. And given that just one Secure the Wastes is like $13 right now and going to probably stay expensive until it rotates out I'm probably going to look at other options. I like the 2/1s because a lot of the deck (Thalia's Lieutenant, Consul's Lieutenant, Always Watching) goes into pumping them up so midgame they could be easily 4/3s or better.

Quote
How is Pokemon these days? I stopped playing like 12 years ago. The cards today look so absurdly overpowered, but the art is so fucking nice looking that I kinda wanna dip my feet in the game again. Just a deck or two for funsies.
There's an official free-to-play online client if you want to dabble in the game again, although if you want to unlock stuff beyond your starting decks without spending actual money it becomes a grindfest. The Pokemon themselves are more powerful (especially once you start going into the ridiculous EX stuff) but a lot of stuff like Trainer cards got adjusted so you can't do stuff like multiple Bills in a turn anymore
[/quote]
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 30, 2016, 06:04:20 AM
How is Pokemon these days? I stopped playing like 12 years ago. The cards today look so absurdly overpowered, but the art is so fucking nice looking that I kinda wanna dip my feet in the game again. Just a deck or two for funsies.

Hard to say. It seems really un-fun when everyone's playing minmaxed competitive decks, but the online client has been fun so far. I don't think that many people in the random matchups have really sunk any money into it so the matchups have been fairly balanced in the little I've played in the day since I installed it.

As for playing in person, it helps that my primary opponent is a twelve-year-old. The deck I built cost me like $15 since it's mostly retired cards and it's a lot more optimized than his deck, but he has a bunch of super OP new cards so we're kind of balanced against each other. Playing against people who are actually into the game I always get completed stomped without being able to do almost anything.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Spotty Len on May 31, 2016, 11:38:35 PM
Playing against people who are actually into the game I always get completed stomped without being able to do almost anything.
Haw... I was also interested in going back to Pok?mon, but I would also like not to spend 300$ to have a competent deck. I tend to be competitive when I play, so I do want to be viable.

My main problem nowadays with most TCG is either they are too expensive or too RNG-oriented. Yu-gi-oh offered me a nice balance between the two, but recently, everything have been way too strong. Sometimes, matches don't last more than 3 turns and I find it a bit ridiculous. Then, I tried Weiss Schwarz and the game traumatized me with how RNG it was. Controlling the board basically meant nothing at all, and I got quickly tired of it. I saw some people play Vanguard, and heard them mention "critical", which I didn't like the sound of.

Never tried stuff like Wixxoss, I don't think it clicked with me. I used to play MtG, but now there are like a bajillion cards and I don't know how much time I'll need to be up to date with the meta.

At the end, I don't know what to play. I'm still thinking about finding some other Yu-gi-oh decks, but the game isn't as fun as before for me...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 31, 2016, 11:43:03 PM
Are pokemon cards really that pricey? I've checked out the cards on sale at my LGSs and the highest I usually see is around $40 for a good old Charizard, who is probably wimp city in today's meta.

That's one thing I've noticed though: Magic is so widespread that I think I'd insist that it's simultaneously the cheapest and most expensive TCG out there right now. Great if you just wanna play casually, murder if you want to play competitively. But at least you'll never be without opponents.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 31, 2016, 11:51:18 PM
Then, I tried Weiss Schwarz and the game traumatized me with how RNG it was. Controlling the board basically meant nothing at all, and I got quickly tired of it.

It's a tempo game. Trying to control the board is dubious (although not impossible), but controlling the tempo really, really matters. I like Weiss Schwarz a lot because it's unlike any other game I've ever played, and that bizarre focus on tempo is  a big part of that.

Much better players than me tell me that board control is totally a thing, but whenever I ask for examples they show me situations that are much more subtle than in, say, Magic. Slowing your opponent down by one card counts as board control in Weiss Schwarz I guess.

Are pokemon cards really that pricey? I've checked out the cards on sale at my LGSs and the highest I usually see is around $40 for a good old Charizard, who is probably wimp city in today's meta.

That's one thing I've noticed though: Magic is so widespread that I think I'd insist that it's simultaneously the cheapest and most expensive TCG out there right now. Great if you just wanna play casually, murder if you want to play competitively. But at least you'll never be without opponents.

I don't know how expensive it actually is, but the little I know about the metagame paints it as extremely centralized with everything revolving around a few broken cards. And every deck seems to need the same toolbox of $7-10 uncommon trainers, which I guess is where the expense probably mostly comes from.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 01, 2016, 12:34:32 AM
I mean, I guess that's okay-- it's a one time purchase for those, unlike Magic, where unless you're playing similar-themed or similar-colored decks, you need all new (and often very expensive) cards to make it work at its prime.


Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 01, 2016, 12:58:40 AM
Certainly true within an environment, but keep in mind that there's still rotation. It seems like they tend to reprint some staple trainers, but not all of them.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 01, 2016, 01:08:53 AM
Ah, I hadn't considered rotation. I remember seeing a box of "legacy" pokemon singles and was kinda sad, hah.

Meanwhile, my new idea for a pauper deck: since I'm so married to the idea of using faeries to the point where I have purchased for myself 3 foil Spellstutter Sprite and 2 FNM Promo Spellstutter Sprite (It is kind of my favorite Magic card, so I have an excuse), I've decided to try for a different style. Since my current Faerie deck is blue/black and has a lot of counter and kill spells, its ability to actually win is somewhat diminished since most of the faeries are squishy as hell. So I got to wondering, why not make them un-squishy?

Thus, Faerie Fertilizer Fiesta (http://tappedout.net/mtg-decks/faerie-fertilizer-fiesta/) has been born. All the fun of Flying Faerie disruption, with the smashy power of Stompy staples. Cast out fliers and pump them up for huge flying damage. Sideboard is undecided yet, but will likely be filled with removal spells like Unsummon/Void Snare etc.

Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 01, 2016, 01:21:34 AM
Is Bonesplitter legal in pauper? I would rather have Bonesplitter than Mutagenic Growth any day unless you expect to be in a lot of combat.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 01, 2016, 01:24:04 AM
Bonesplitter is Pauper legal, yes. I considered that, but Mutagenic Growth is there as either a free cast or one-mana cast. Bonesplitter is good, but it doesn't give any toughness and costs 2 to use overall, even if its effects last longer. Though, on the other hand, once its user dies, I can just as easily pop it onto another flier. And if I have many on the field at once... yes.

I'll have to mess with it to see which works more effectively-- but it's definitely a good option.


I can't help but feel excited at the notion of a little Spellstutter Sprite becoming 11/11 once I slap a Rancor on her, and do a double landfall trigger on Groundswell by playing Evolving Wilds that turn, and then cracking it in response to my own spell.

...that works, right? Please tell me it works like that.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 01, 2016, 02:12:38 AM
Well, for one thing Rancor gives +2/+0, not +2/+2. So you can be an 11/9 I'm pretty sure, but... God that sounds sketchy. There's removal in Pauper, right? You just instantly lose if someone kills your sprite. I guess you can do that when they're tapped out, but personally I would focus way less on the power pumps (maybe cut it down to just Groundswell) and more on disruption. You don't need 11/9s to win, just shredding people with 5/1 faeries from Bonesplitters and Rancors seems like it would be plenty.

I don't know the Pauper metagame at all, so take everything I say with a massive grain of salt, but I'm also not that impressed by Silkbind Faerie or even Pestermite in this deck. I would probably lean toward Faerie Miscreant, Surveiling Sprite, and maaaaaybe even Dream Thief. It looks like you're trying to rush down fast since your deck is light on card advantage, but many of your threats are pretty expensive all things considered, which seems like it gives your opponent a lot of time to stabilize. I don't know. I'm historically bad at traditional constructed so maybe I'm way off base, but that's what I see when I look at your list.

Also, I don't know how prevalent Zoo is in pauper or whether this is already common knowledge, but for your sideboard maybe keep in mind that Moment's Peace is absolutely soul crushing in creature matchups. It's one of the most brutal creature hosers ever printed in my opinion, especially if you've got a lot of evasion and can race them on your free turns even though they'll be untapped on the second turn.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 01, 2016, 02:41:02 AM
Hmm, I'll have to keep that in mind. Rancor and Bonesplitter do essentially let me make my attackers disposable since Rancor always comes back to your hand from the graveyard, and Bonesplitter can simply be re-equipped, so that's good. Though I think I may keep Vines of Vastwood over Groundswell if not only because it makes the target effectively hexproof for the turn it is cast as well, though this costs 2 mana rather than one.

Silkbind Faerie is surprisingly a fucking nightmare for a lot of creature decks, and would be my go-to swinger, in fact. Swing on your turn for flying damage, then pay 2 on your opponent's turn to tap their biggest beater and block another with the faerie. It's amazingly cool disruption. Pestermite is a similar case, being flashable for a quick disruption tap or untap. I can effectively cast it for 2 as an emergency blocker and untap one of my lands, which could give me extra space for a quick pump spell for survival's sake or counterspell, or even Spellstutter Sprite. I'm a huge fan of Silkbind and Pestermite for that reason, and I'm half-tempted to find some way to sneak Silkbind into my Modern decks for how disgustingly disruptive it can be.

Faerie Miscreant is a tough choice for me because it's only ever worth anything if I manage to come across multiples of itself-- otherwise it's a boring 1/1 for 1. In fact, I used to run those until I realized that Delver of Secrets, despite not being a Faerie, is just straight-up better. I could see myself trying Dream Thief or Surveilling Sprite though.

And is my card advantage really that bad? I'm running 8 of the most useful cantrips in the whole meta-- though I could make an argument for running Halimar Depths for extra assurance.

As far as Moment's Peace goes, I'm actually considering running that in my own sideboard-- and that's something I can counter with Counterspell or Spellstutter-- which should be fine unless they're dead set on spending 5 mana to stop damage for a turn.

But I like your idea of dropping the pump instants and throwing in more permanent boosts. Rancor and Bonesplitter are permanent threats rather than one-turn threats, so that's always nice. Ancestral Mask could work nicely too, especially if Rancor is already on the field somewhere-- anything I attach it to would get +4/+4, which is really nice. Maybe I could run some Abundant Growth as a pseudo-cantrip that gives me an extra enchantment on the field-- or Utopia Sprawl could effectively give me more mana to work with and give an enchantment boost. It's all pretty messy though when not making a deck centered around that idea-- my friend runs a Bogle deck that uses assloads of enchantments for huge buffs, so I know how that works.

I'm actually really happy about Eternal Masters all of a sudden-- since Rancor is getting reprinted, perhaps its price will drop.

EDIT: I tweaked the deck somewhat. How does it look now? I'm suddenly getting the feeling I don't need this much green in the deck now that Mutagenic Growth and Groundswell are out.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 01, 2016, 03:12:32 AM
Hmm, I'll have to keep that in mind. Rancor and Bonesplitter do essentially let me make my attackers disposable since Rancor always comes back to your hand from the graveyard, and Bonesplitter can simply be re-equipped, so that's good. Though I think I may keep Vines of Vastwood over Groundswell if not only because it makes the target effectively hexproof for the turn it is cast as well, though this costs 2 mana rather than one.

Yeah, Vines is badass.

Silkbind Faerie is surprisingly a fucking nightmare for a lot of creature decks, and would be my go-to swinger, in fact. Swing on your turn for flying damage, then pay 2 on your opponent's turn to tap their biggest beater and block another with the faerie. It's amazingly cool disruption. Pestermite is a similar case, being flashable for a quick disruption tap or untap. I can effectively cast it for 2 as an emergency blocker and untap one of my lands, which could give me extra space for a quick pump spell for survival's sake or counterspell, or even Spellstutter Sprite. I'm a huge fan of Silkbind and Pestermite for that reason, and I'm half-tempted to find some way to sneak Silkbind into my Modern decks for how disgustingly disruptive it can be.

I certainly understand the point of Silkbind Faerie, it's just pretty slow to get rolling and pretty vulnerable. I'm never a huge fan of disruption that's easily disruptable. That might just be a Commander habit though.

Faerie Miscreant is a tough choice for me because it's only ever worth anything if I manage to come across multiples of itself-- otherwise it's a boring 1/1 for 1. In fact, I used to run those until I realized that Delver of Secrets, despite not being a Faerie, is just straight-up better. I could see myself trying Dream Thief or Surveilling Sprite though.

Flying is worth a lot if you've got equipment and Rancor. A 1/1 flyer is waaaaay better than a 1/1 in that case. Not necessarily saying you should play it, but that is a thing.

And is my card advantage really that bad? I'm running 8 of the most useful cantrips in the whole meta-- though I could make an argument for running Halimar Depths for extra assurance.

Card filtering isn't the same as card advantage. Ponder and the like don't give card advantage, they just replace themselves and theoretically improve card quality. That is valuable, certainly, but never mistake filtering for card advantage.

As far as Moment's Peace goes, I'm actually considering running that in my own sideboard-- and that's something I can counter with Counterspell or Spellstutter-- which should be fine unless they're dead set on spending 5 mana to stop damage for a turn.

Right, I was recommending you run it. I don't think you're incredibly vulnerable to it, but you should use it.

But I like your idea of dropping the pump instants and throwing in more permanent boosts. Rancor and Bonesplitter are permanent threats rather than one-turn threats, so that's always nice. Ancestral Mask could work nicely too, especially if Rancor is already on the field somewhere-- anything I attach it to would get +4/+4, which is really nice. Maybe I could run some Abundant Growth as a pseudo-cantrip that gives me an extra enchantment on the field-- or Utopia Sprawl could effectively give me more mana to work with and give an enchantment boost. It's all pretty messy though when not making a deck centered around that idea-- my friend runs a Bogle deck that uses assloads of enchantments for huge buffs, so I know how that works.

I would be really careful fucking around with vulnerable auras like Ancestral Mask. It's definitely worth testing, and Groundswell might lead to some crazy blowouts since anything with a mask will be a very tempting target, but you're taking a huge risk.

EDIT: I tweaked the deck somewhat. How does it look now? I'm suddenly getting the feeling I don't need this much green in the deck now that Mutagenic Growth and Groundswell are out.

I'm inclined to think 12 creature pumps for 14 creatures is too much. Maybe throw in some high-quality green creatures to even things out. Nothing is necessarily coming to mind at common, but I'm sure there's something out there that would fit.

Edit: What do you think of Scroll Thief? It doesn't help your color imbalance and again it's pretty slow, but I kind of like the idea of a Scroll Thief with Rancor and the threat of Vines backing it up and scaring people away from blocking it.

Edit edit: Gitaxian Probe doesn't seem that great in this deck to me. Being able to peek at your opponent's hand to know how to spend your counterspells is certainly nice, but I think people usually use it to pad out the spell-creature ratio in Delver decks. Since you're not running a full four copies to tweak out the ratio anyway I would think additional copies of Preordain and Ponder would be preferable since they let you potentially guarantee Delver activations. It's all up to how much you value hand information, but I don't think it's getting optimal use here.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 01, 2016, 04:06:31 AM
Yeah, I see what you mean about the Probes. I'll drop them and max out Ponder and Preordain, which are more or less blue essentials in Pauper anyway (I mean, they're the best cantrips in the game, hands down, to the point that they're banned in pretty much every other format. Why NOT take advantage of that?)

Scroll Thief is interesting, but I worry it won't be as consistent as we hope it would be. Keep in mind that it would require me to give it Rancor and/or Vines when I could be using that to deal guaranteed damage with the fliers after all. Why worry about card advantage when I could be beating down faster?

As far as another creature goes, I could just straight up go pseudo-Bogles and put in Slippery Bogle or Silhana Ledgewalker for some hexproof beaters.

Quote
I certainly understand the point of Silkbind Faerie, it's just pretty slow to get rolling and pretty vulnerable. I'm never a huge fan of disruption that's easily disruptable. That might just be a Commander habit though.

Potentially. Pauper particularly is a very fast format and very few decks tend to take it slow-- that is the whole reason why I'm modifying my Faerie Control deck to be more aggressive, because its win condition is just far too pokey to be consistent-- why waste my time countering and removing when I could be attacking with my fliers at a much higher pace? That means you have to make a lot of big decisions early on with very limited resources-- what do you counter, what do you remove? The cool thing about Silkbind is that it's fairly inoffensive at first glance-- a lot of people underestimate how disruptive forced tapping and untapping can be since it's not removal-- and while it's definitely a target for removal, that's why I'll have 16 counters to removal to keep it safe (Counterspell, Mana Leak, Spellstutter Sprite, and Vines of Vastwood).

Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 01, 2016, 11:34:24 PM
Been playing a fair amount of the Pokemon TCG Online. During the day (presumably when random children are on) I can win pretty consistently with my fucked-up garbage deck, but at night when it's only turbowhales I can only pull off around 1/3 or 1/4 wins. Still not terrible given how badly my deck blows.

People keep giving me code cards, so I have some good stuff that came from theme decks (Mewtwo Ex, Yveltal Ex, and Hoopa Ex) that my whole deck is semi-built around. The only other chance to compete I have is powering out this rare Gallade that I have two copies of who's basically a shittier version of Yveltal Ex, so a lot of my deck is devoted to getting him in play as soon as possible. I put some random rares I don't really want from types I don't play up for trade trying to get a playset of Gourgeists, since he's what my IRL deck is built around and he's my favorite Pokemon. Not sure if anyone's going to take the trades, but I'm hoping.

I also have a couple of valuable uncommons that only really work optimally when paired with other valuable uncommons I don't own, so I'm withholding those as trade fodder at a later date. Whenever I get the opportunity to get booster packs (which is fairly often honestly) I go for the sets that those cards come from hoping to get more copies to trade.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 04, 2016, 12:05:24 AM
Fucking christ, so I'm still messing around with the Pokemon Trading Card Game Online, and I seriously just played five games in a row, in random matchups, against exactly the same deck. You can look at opponent's decklists after a game, so after the second one I started doing that. The decks were all identical except for maybe 3-4 quantity variations. Four copies of the same mega-rare (Ex Florges), same Pokemon, same trainers. Well, pretty sure I'm done with this game now. I didn't lose all of them, but all of my wins were more or less the result of my opponents playing terribly.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 05, 2016, 01:48:20 AM
The Pokemon TCG sounds like the thing that would be a blast to play in sealed draft, but incredibly stupid in constructed, since what you're saying makes Modern in MtG look like a playground of diversity (hahahahahahahaaHAHAHAHAHAHA)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Suikama on June 05, 2016, 03:28:22 AM
So I just went to a Force of Will AGP using a friend's deck and got 17th out of 117

I dont even have any cards of my own (well I do now after winning some from the tournament :V)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 05, 2016, 04:18:54 AM
The Pokemon TCG sounds like the thing that would be a blast to play in sealed draft, but incredibly stupid in constructed, since what you're saying makes Modern in MtG look like a playground of diversity (hahahahahahahaaHAHAHAHAHAHA)
Pokemon TCG was always stupid in constructed. Anybody other than me remember the Haymaker deck from the original era?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 05, 2016, 04:36:31 AM
The Pokemon TCG sounds like the thing that would be a blast to play in sealed draft, but incredibly stupid in constructed, since what you're saying makes Modern in MtG look like a playground of diversity (hahahahahahahaaHAHAHAHAHAHA)

Nah, Pokemon sealed would be a nightmare. Half or more of the cards you pull would be useless since you'd need to luck into getting whole evolution lines, which usually involves getting a specific uncommon and a specific rare. And having played constructed a lot, Ex Pokemon can be dealt with if you have a well-tuned deck, but I think they would be unmanageable if someone lucked out and got one in a limited format.

The variety isn't good, at all. Fortunately a vast majority of the people playing cookie-cutter bitch decks are bad at the game so I've been winning semi-consistently. Winning with cool Pokemon against generic trash is pretty fun at least. And I just traded for some really cool cards, so hopefully those will be fun to play with and will balance out the monotony to some degree.

So I just went to a Force of Will AGP using a friend's deck and got 17th out of 117

I dont even have any cards of my own (well I do now after winning some from the tournament :V)

Oh wow, pretty impressive. What do you think of the game?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 05, 2016, 04:45:31 AM
I mean, if I'm gonna play, I'm just going to play with my favorite Pokemon and make them work, ideal or not be damned.

(So uh, lots of psychic, steel, fairy, and grass types.)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 05, 2016, 04:53:57 AM
My deck is built around Malamar and Gourgeist (Pumpkaboo being probably my favorite Pokemon, and Inkay definitely in my top five or so) with some other cool shit like Chandelure thrown in. A lot of it leans on Ex Yveltal though, who I don't like at all and am only playing because he's degenerately powerful. I'm happy to squeeze in as much good stuff as I have though.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on June 05, 2016, 06:15:56 AM
Disgaea is coming out in English Weiss in 3 weeks and I'm excited for it. They should be announcing more english sets for the second half of 2016 sometime soon. Meanwhile, JP is getting Osomatsu and Gochuumon and Osomatsu is looking ridiculous already
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 05, 2016, 12:53:39 PM
Fingers crossed for Evangelion,  Phantom,  Black Rock Shooter, Railgun, and Psycho-Pass.  Some of those are more likely than others and they're all pretty old, but hey, maybe...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on June 05, 2016, 06:58:25 PM
Out of all of those you listed only one of them is passable in terms of playability :V
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 05, 2016, 08:09:05 PM
I'm surprised there's even one. I assume it's Railgun/Index, right? They do have a lot of sets to pull from at least.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on June 05, 2016, 08:26:54 PM
Railgun was top of the mountain years ago and Index has a niche deck that works well
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 05, 2016, 09:59:57 PM
Railgun was top of the mountain years ago and Index has a niche deck that works well

Is there any way to make this card (http://www.heartofthecards.com/code/cardlist.html?card=WS_RG/W26-023) work? I've always kind of thought it was cool but it seems bad.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Spotty Len on June 05, 2016, 11:24:25 PM
Is there any way to make this card (http://www.heartofthecards.com/code/cardlist.html?card=WS_RG/W26-023) work? I've always kind of thought it was cool but it seems bad.
I remember seeing a deck with 20 Sisters, 10 of this edition, and 10 of an other one. I don't think it will be "good" in a robust way, but it can definitely work as a gimmick with Accelerator Level 6.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 05, 2016, 11:30:06 PM
What does "if you have four or more other Sisters" mean exactly? Have where? In play? Visible? Just in your deck? In your wallet? That translation doesn't seem very clear. What's the intent?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on June 06, 2016, 03:49:44 AM
What does "if you have four or more other Sisters" mean exactly? Have where? In play? Visible? Just in your deck? In your wallet? That translation doesn't seem very clear. What's the intent?
If it doesn't clarify where, then it means on the board. It's somewhere in the rulebook
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 06, 2016, 03:56:47 AM
Wow, that is... Reeeeeally weak.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on June 06, 2016, 04:03:27 AM
Wow, that is... Reeeeeally weak.

Old Weiss is full of those, really flavorful cards with weird effects that are usually bad and fun. Sadly those days are gone replaced with staples for every set now
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 10, 2016, 03:12:18 PM
Well, Eternal Masters is out now. Anybody going to have a chance to pick it up? A place near me is having a draft of it tonight and I'm hoping to get in on that.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 10, 2016, 03:23:15 PM
I rolled the dice and preordered 8 packs. Will report in once I get my hands on them in an hour or so. Hoping for value.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: yuyukos on June 10, 2016, 04:53:42 PM
I opened 2 boxes. First pack was Wasteland and foil Sneak Attack. Went downhill from there.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 10, 2016, 05:31:57 PM
Bought 8 packs and picked up a ninth. I got Karakas! (TCGplayer mid value: $90)

So in that alone, I made my money back. Lots of good pauper cards too. Once I'm home I can go into more detail.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 10, 2016, 05:45:12 PM
I might snag a handful of packs if I see them, but I don't really plan to go hunting for them.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 10, 2016, 06:30:02 PM
All right, summary:

Rares:
Karakas ~ $90
Entomb ~ $19
Toxic Deluge ~ $9
Duplicant ~ $6
Murderous Affliction x2 ~ $1.29 each
Sulfuric Vortex ~ $1
Silvos, Rogue Elemental ~ $1
Void ~ $0.89

Foils, no rares:
Nimble Mongoose ~ $12
Wirewood Symbiote ~ $12
Peregrine Drake ~ $12
Honden of Night's Reach ~ $3
Sylvan Might
Dismal Backwater
Benevolent Bodyguard
Deadbridge Shaman
Plague Witch

Other fairly valuable pulls:
Rancor
Counterspell x2
Wirewood Symbiote (nonfoil)
Blood Artist
Price of Progress x2
Wall of Omens
Swords to Plowshares
Hymn to Tourach


All in all, lots of value. Pretty damn pleased.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 10, 2016, 09:18:24 PM
So... how do I go about trading/selling online? I think I wanna trade Karakas for some Bitterblossoms. Or sell it to buy them.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 10, 2016, 10:16:21 PM
There are trade network sites out there, and I know people who swear they're secure enough to be able to trade confidently without being ripped off. I can't remember the names of any of them, but you should be able to find the big ones if you look I imagine.

You could trade in to an online store and use the credit they give you to buy the cards from them. That's what I usually do, typically with Troll and Toad and occasionally with Coolstuffinc. You get less that way, but as long as you take credit and not cash it's not usually too much less, and it's the safest and most hassle-free option in my experience.

You could also sell on Ebay, then put them cash toward the cards you want. You lose out on Ebay and Paypal fees this way, but you should get relatively good value. I no longer bother with Ebay personally, partly since I had a lot of trouble with it and partly because I run and Ebay store professionally and don't want to bring my work home. This works the best with hot cards (and anything from Eternal Masters should be I imagine) since niche cards have the potential of not finding a marker and it's relatively high-maintenance, but if you're set up for it it may be the way to go.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: yuyukos on June 10, 2016, 10:39:35 PM
For trading, Pucatrade. I've never used it personally so your mileage may vary.
For selling, if you already know you're looking to get cards in return, research buylists from reputable shops and take store credit, then exchange for what you want.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 10, 2016, 11:07:54 PM
Oh right, Pucatrade. That's the one I've been told is good. Can't confirm it, but I've got a coworker who's really into it.

Edit: So I'm still playing the Pokemon TCG Online. My deck is just about done, I need a few more cards to finish it and I may tweak the trainers a little, but I basically have all the rare cards I need. It's not incredibly reliable, but when it wins it's glorious. The whole deck is built around this Gourgeist (http://bulbapedia.bulbagarden.net/wiki/Gourgeist_(XY_57)) and this Malamar (http://bulbapedia.bulbagarden.net/wiki/Malamar_(Ancient_Origins_46)). They're both weak, fragile Pokemon, but they don't take too long to get set up and if you get even a couple of turns to set up on a defenseless opposing Pokemon with either of them you basically win.

The deck uses trainers like Lysandre (http://bulbapedia.bulbagarden.net/wiki/Lysandre_(Flashfire_90)) (the most underrated card in the game in my experience) to buy me time to grind out extra uses of powerful trainers with Malamar or significantly weaken my opponent's entire team with Gourgeist. People often leave heavy, slow Ex Pokes on their bench with the intent to power them up over time, so if I can pull off dragging one out and setting up on it the results are hilarious. It's easy to counter if you know what to expect and there are a number of relatively commonly-played cards that shut me down pretty hard (anything offering free retreats is tough to deal with), but them's the breaks. And I've got a copy of Life Dew (http://bulbapedia.bulbagarden.net/wiki/Life_Dew_(Plasma_Freeze_107)) that can create some absolutely crushing advantages for me if I can return it to my hand multiple times a game with Malamar. People often concede on the spot the third time I play it in a game.

Aside from that the deck is just card draw/card filtering stuff to grease the wheels, a toolbox of utility effects, and a handful of Ex or otherwise buff basic Pokemon to clean up once my two all-stars soften up my opponent's team. It's never going to be a good deck, but it's fun enough to play that it keeps me coming back. I actually might buy some more of the cards from this deck in real life so I can play them in the rare event that I play paper Pokemon.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Jq1790 on June 11, 2016, 02:26:56 AM
Man, you're ALMOST making me wanna reinstall that...I'm beyond terrible but having someone I sort-of interact with(though for a different game normally) might make it worth messing with again.

I had this absolutely garbage deck I got a couple people to forfeit against me with that was basically me flooding it with status effects.  Primarily sleep since that's what a lot of the free decks and stuff had, but I also have some confusion and the odd Wurmple in there to poison things if I get lucky.  If I got proper cards for it it could be super annoying.

Only problem is it hits like kittens without my statuses and the ones I have the most of require a lot of coin flips to get anywhere.

EDIT:  Oh I never UNinstalled it.  Well then. I guess that might be a sign I should boot it up and see what happens.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 11, 2016, 03:09:15 AM
The problem with status spam is that there are a few strong cards (the special fairy energy and the steel stadium) that make Pokemon immune to status basically for free. It's pretty strong when it works, but it's not even close to reliable.

If you decide to play and get ahold of any non-trade locked cards at all let me know and I'll send you a list of my extra stuff. I can float you some cards to help fill out your deck if I've got anything you want. I'm told playing in theme deck-only tournaments is a decent way for free-to-play players to get their decks off the ground. (For the record I'm not IAP, I was just given a stack of code cards when I started that got me a nice chunk of stuff to work with.)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Jq1790 on June 11, 2016, 03:15:40 AM
Oh, yeah I made it to the finals of a theme deck tourney with the Mental Might freebie deck.  Was a fun one too.

As for those status immunity cards, ewwwww.  That's sort of disappointing that they have a bunch of neat possibilities there and then it's like "oh by the way there're these couple cards that basically shut that down entirely.  Have fun!"  Guess I'd better stockpile the Crushing Hammers or something if I do decide to play more seriously.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 11, 2016, 03:17:59 AM
For the record, I haven't actually run into that fairy energy very many times. The cookie-cutter Ex Florges decks don't seem to run it all the time, presumably because it is vulnerable to Crushing Hammer. Definitely something to be aware of though.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 11, 2016, 03:54:56 AM
Pulled open my Eternal Masters packs. No money cards, bot a lot of stuff that looks like it'll be fun to slot into Commander decks. I feel like there's a lot of material coming together for a G/W deck.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 11, 2016, 03:57:01 AM
I feel like there's a lot of potential for a Naya Zoo deck in Pauper with the rarity shift in Nimble Mongoose. Throw in Nimble Mongoose, Kird Ape, and Wild Nacatl in a deck filled with pump spells, burn spells, and fog spells. It would be neat!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 11, 2016, 03:57:52 AM
Pulled open my Eternal Masters packs. No money cards, bot a lot of stuff that looks like it'll be fun to slot into Commander decks. I feel like there's a lot of material coming together for a G/W deck.

You got a commander in mind? Green/white is one of those color combinations I've never been that impressed by, but I know there are some interesting options.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 11, 2016, 04:08:02 AM
You got a commander in mind? Green/white is one of those color combinations I've never been that impressed by, but I know there are some interesting options.
I pulled Sigarda, Heron's Grace in a recent draft so I was thinking of building around Humans since there's a LOT of good options even if you just go with stuff from the Innistrad blocks.

Something like Trostani, Selesnya's Voice or Rhys the Redeemed is next on the list because mmmmmmmmmm gimme them tokens
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 11, 2016, 03:13:30 PM
I keep pulling cool steel Pokemon, but building a new deck from the ground up is tough in a game with such limited resources. Still, a steel deck is probably my next best bet since it's super effective against all the fucking fairy spam. Maybe steel/water to counter out my fire weakness. Right now my goal is to find a stage-one steel Pokemon that can one-shot Florges Ex on turn two with a Fighting Fury Belt, so I guess it would need to be able to do 70 damage with two energy. Anything come to mind for anyone? I'd prefer to avoid coin flips but honestly I'd be willing to take the risk as long as it's a two-shot without them. Other drawbacks are fine.

Edit: Florges has 160 HP, not 170, so I would "only" need 60 damage on turn two with two energy.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 11, 2016, 07:51:22 PM
Just bought one pack of Eternal Masters for goofs and it was basically empty. Watched somebody else buy two packs, crap and crap. Oh well.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 13, 2016, 12:42:28 PM
I pulled an ultra-rare full art Alakazam Ex followed by an ultra-rare full art Mega Alakazam Ex in consecutive packs last night in the Pokemon TCG, so now I feel like I have to at least try them out to see if I want to try to hunt down more copies. They're kind of compatible with the theme of my deck, so they might do well even though I'm not a big fan of Mega Evolution as a mechanic. The problem is, my Gourgeist/Malamar core takes up a huge chunk of my deck's Pokemon base already, so adding another evolution line, even if I'm only planning on bringing on Mega Evolution, is a huge chore to make room for. I could probably make the deck significantly better by cutting the Malamar line entirely, but I don't want to. It's so cool...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 13, 2016, 01:13:35 PM
Just bought one pack of Eternal Masters for goofs and it was basically empty. Watched somebody else buy two packs, crap and crap. Oh well.

That's why I made sure to buy at least 1/3 of a box, myself-- considering most booster boxes tend to have 2-5-ish mythics. It was a dumb gamble that worked out for me.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 15, 2016, 01:43:00 AM
I must have changed something with Pokemon that just broke the game overnight. I went from fighting nothing but the same semi-manageable bullshit bitch netdeck to fighting two different, WAY more powerful bitch netdecks every single game. Like, I had never seen these decks before today, and of the 20 or so games I've played today I probably saw them seven or eight times each. I'd say maybe I accidentally selected the wrong format, but that doesn't seem to be the case. Maybe I secretly got laddered up to some new tier? If that's the case then I'll probably be dropping back down any second now, because I think I've won two games all day.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 15, 2016, 01:55:11 AM
From the way you've been explaining it, there's only a couple decks in the overall meta that anyone plays and that sounds... really boring.

Granted, that's Modern Magic in a nutshell, but the field is really diverse and facing all these ridiculous fucking cheap decks just makes me want to run something so disgustingly cruel (https://www.youtube.com/watch?v=zbbgn3BusMc) because it sparks my competitive side in the worst way while still being uncommon enough that I don't feel like a copycat playing it. You wanna make Magic unfun for your opponent? I'll make it so unfun for you that you literally will not be permitted to play.

I'll play for you.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 16, 2016, 01:11:14 AM
I legit almost quit Pokemon this morning, but just as I was about to resolve not to play it anymore the game hit me with a compelling reason to stay. There's a much better version of my deck that relies on this Trevenant that goes for like $15, which is outside of my range of trading for. Moments before I was done for good, they added a booster pack bundle to the in-game store purchasable with farmable currency that includes two old packs and that exact card. So if I can grind up the coins to buy four of those bundles before July 6th (shouldn't be tooo bad) then I can give my deck a much-needed upgrade.

Unfortunately that would involve replacing my Pumpkaboos and Gourgeists with Phantumps and Trevenants, which is heresy. They're fine Pokes, but they don't compare to my gourdy pals. I really should cut dark from my deck entirely so I can use the psychic stadium (inability to knock out opposing stadiums is a huge weakness of my deck) but I would need a solid Psychic cleanup option. Mega Alakazam Ex would be good for that, but getting more of those sounds really hard...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 20, 2016, 04:43:16 PM
Duuuuude new Emrakul could be fucking great in mono blue tron
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 20, 2016, 11:48:50 PM
Duuuuude new Emrakul could be fucking great in mono blue tron
My first thought is "well time for Nahiri to do to Standard what she did to Modern"

also foil tokens eeeeeeeeeeeeeeeeeee
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 20, 2016, 11:51:19 PM
It's bad enough Nahiri can pull Ulamog in Standard as it is. This is just cruel.

(I'm considering getting some Nahiri...)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: hyorinryu on June 21, 2016, 03:42:44 AM
What's happenning to my Angels :_;

First Avacyn, now two of the Powerpuff Angels....

Mirrodin and Innistrad were my favorite sets too :(

Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 21, 2016, 04:06:11 PM
Ahahahahaha, it got even better! Eldritch Moon is already loving up on the neglected Mono-Blue Tron deck with not only new Emrakul, but a fucking 3-drop blue wish tutor that lets us pull any goddamn Eldrazi straight from our sideboard.

Absolutely. Stunning. I started running this deck at the perfect time.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 23, 2016, 11:13:31 PM
Ahahahahaha, it got even better! Eldritch Moon is already loving up on the neglected Mono-Blue Tron deck with not only new Emrakul, but a fucking 3-drop blue wish tutor that lets us pull any goddamn Eldrazi straight from our sideboard.

Absolutely. Stunning. I started running this deck at the perfect time.
The fun thing? It works with any Eldrazi spell, not just creatures. You can pull up All is Dust if you want to.

Meanwhile, I'm getting into Standard again because it's been relatively affordable since the last rotation and it's nice to be able to compete in a constructed format on even ground.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 26, 2016, 12:46:59 AM
Alright, I finally ground out all of the fixed-rarity Trevenants I need for my new Pokemon TCG Online deck. I just need a handful of cards to finish the prototype, most of them being uncommons and only one of them being particularly rare. I doubt it will work out of the gate, but I can start adjusting it at least.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: hyorinryu on June 27, 2016, 12:58:12 AM
Hmm...my little brother and sister want to  try making their own decks. What's the best way to get lands for cheap?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 27, 2016, 01:01:27 AM
Most game stores should have land very cheap, if not free trial decks you can have (I don't think Wizards has distributed these for a few years, but I know my store has a few tucked away for new players). Failing that, online stores tend to have cheap bulk land lots or you could just buy pre-made decks. As I've said before I recommend the Commander premade decks for casual players, even if they're not into Commander. They're packed with rares and exclusive cards and are 100 cards, which means they have far more than enough land.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 27, 2016, 01:22:44 AM
Lots of LGSs will just give you lands for free. They've got an absolute overload of them. One of the places I go to just has a huge box of them with their bulk commons and uncommons, and they use it for drafting or anyone who is building a deck.

If they're new to the game, I also suggest looking into Playing Pauper (http://www.mtggoldfish.com/articles/search?tag=playing+pauper). It's a super cheap format since all the cards are common, and the link provides lots of fun decks with prices and explanations of how they work. I've taken a shine to mono-blue Delver, myself.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 27, 2016, 10:18:24 PM
Holy shit
Brisela
is so cool
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 28, 2016, 03:19:29 AM
The card that has me interested the most so far of what's been revealed is the new version of Thalia, that looks like a good addition to a control build.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 28, 2016, 03:44:13 AM
Meld has spawned probably the most panicky idiots declaring that Magic has jumped the shark and everyone is going to quit of any mechanic I've ever seen. I think it's cool. Accusations that they're ripping off Yu Gi Oh, the lowliest card game there is, seem pretty unfounded too given that cool flip element. Looks fun.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 28, 2016, 04:02:52 AM
The card that has me interested the most so far of what's been revealed is the new version of Thalia, that looks like a good addition to a control build.

The one that has my attention most is Coax from the Blind Eternities and Emrakul, I feel, because I just got some of the big expensive pieces of mono-blue Tron (Academy Ruins, Ugin, Wurmcoil Engines, Oblivion Stone, etc) and that will just take the deck to a whole new level of terrifying.

Meld has spawned probably the most panicky idiots declaring that Magic has jumped the shark and everyone is going to quit of any mechanic I've ever seen. I think it's cool. Accusations that they're ripping off Yu Gi Oh, the lowliest card game there is, seem pretty unfounded too given that cool flip element. Looks fun.

They did that for Gatewatch too when "colorless" mana became a thing too. You don't really see anyone fussing about it now.

If they leave, good riddance. Meld looks like a fuckton of fun.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 28, 2016, 01:45:32 PM
Meld has spawned probably the most panicky idiots declaring that Magic has jumped the shark and everyone is going to quit of any mechanic I've ever seen. I think it's cool. Accusations that they're ripping off Yu Gi Oh, the lowliest card game there is, seem pretty unfounded too given that cool flip element. Looks fun.

Meld has me interested because it could be one of the possibilities to how Contraptions to be solved

Also, it leads to some interesting gameplay scenarios since Melded creatures seem very potent but give you a huge card disadvantage.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 28, 2016, 03:40:36 PM
Meld seems to be tending toward being non-optional too, which is even more interesting. It's a weird, cool idea and the execution seems solid so far.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 28, 2016, 08:30:13 PM
okay
Lone Rider
and
Long Road Home
make it look like mono-white Humans isn't going anywhere in the standard meta any time soon.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 28, 2016, 09:49:46 PM
It's being considered for Soul Sisters tech too!  I'm a fan.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: hyorinryu on June 28, 2016, 10:06:24 PM
Meld has spawned probably the most panicky idiots declaring that Magic has jumped the shark and everyone is going to quit of any mechanic I've ever seen. I think it's cool. Accusations that they're ripping off Yu Gi Oh, the lowliest card game there is, seem pretty unfounded too given that cool flip element. Looks fun.

Meld has spawned probably the most panicky idiots declaring that Magic has jumped the shark and everyone is going to quit of any mechanic I've ever seen. I think it's cool. Accusations that they're ripping off Yu Gi Oh, the lowliest card game there is, seem pretty unfounded too given that cool flip element. Looks fun.

They don't even work the same way. It's completely different from all the  stuff the have there  and I say this as someone who likes yugioh. It always annoyed me when my Magic playing friend said he hated yugioh because of crap that wasn't  true.

The melded stuff seems interesting.


Also,  just pulled a Sarkhan Vol in a Dragons of Tarkir pack. Feel like I should use him somewhow.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 29, 2016, 03:04:21 PM
my favorite siblings are back and together at last, I want to build a zombie deck for Standard all of a sudden
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 29, 2016, 04:08:07 PM
Aw, that card is adorable. <3

I don't have room for another Commander deck (I've set a hard limit of six decks for myself) and I still haven't decided if I want Gitrog Monster to be a commander or not, but of the cards we've seen so far two are legends that I think would be really fun to build around. Brisela would probably be pretty cool as well (although not nearly as resilient as in any other format, since a lot of board wipes with higher converted mana costs do get played).
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 29, 2016, 08:07:58 PM
Tree of Perdition is so fucking hilarious I want 4

It's already an instawincon with Triskaidekaphobia, and if you find ways to tank its toughness, you can sink your opponent into boltdeath range.

God, there's a deck waiting to happen with this one.


Also, all the new Horrors gives me hope for Thing in the Ice decks. Curious Homunculus and Goblin Electromancer can speed up your spellcasting, and you can have bunches of horrors on the field that don't get bounced when Thing flips. I've also purchased two Spellskites for my mono blue Tron deck that could fit nicely in there too, as they too are Horrors. Ingenious Skaab also gets a nice prowess boost while you're playing instants and sorceries to flip it, as well.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 29, 2016, 09:16:50 PM
So I've never really understood Tree of Redemption, or by extension Tree of Perdition. What happens to the tree's toughness when you swap? I mean, I know it swaps, but for how long? Is it permanent or does it wear off at end of turn? I'm assuming it is permanent, but for some reason that doesn't sit right with me.

I may legit play Tree of Perdition in Commander. Being able to set people's life totals is always borderline-degenerate tech (playing Arbiter Sphinx or the original Sorin will usually get you tableflipping in my local meta at this point), but this card is slow and awkward enough that it might be cool rather than horrible. Tree with boots as repeatable life total sniping starting turn one seems pretty dirty, but also kind of hilarious.

Soul Separator is fun design. Not reeeeally sure what I would practically use it for, but it's cool. And hey, there's how you get someone into range with Tree of Perdition, you use Soul Separator to make a 1/1 flying tree ghost and a 0/13 zombie. Cooooool.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 29, 2016, 11:48:13 PM
I'm not very sure, but all I know is if I don't have Triskaidekaphobia on the field, I want to tap the Tree and then cast Turn to Frog on it so it becomes a 1/1 before it resolves, instantly taking the opponent's life to 1, which you can simply ping.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 30, 2016, 02:45:26 PM
Holy shit Eldritch Evolution is so fucking broken.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 30, 2016, 03:47:59 PM
Holy shit Eldritch Evolution is so fucking broken.
I... it's a less costly Birthing Pod with wider range with the downside of "you can only use it once".

anybody want to take bets on how long it takes to get banned in Modern
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 30, 2016, 04:11:26 PM
I would much rather have Snapcaster Mage banned in Modern than anything else. So fucking awful.

Eldritch Evolution is broken, but "fair" in the sense that it's not Birthing Pod. A one-off shot wouldn't be too bad, especially since you'd still be mid-late game to cheat out really huge threats with it (unless your bomb is a 4 or 5 drop, then ow), but when you can keep recurring it, that's where the problem would really lie.

Honestly, I may consider running W/G Soul Sisters just to be able to cheat out Archangel of Thune with it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 30, 2016, 05:51:27 PM
Keep in mind that there's a real theme in this set between this card and Emerge of playing high-CMC creatures for alternate costs (Madness, Haunted Dead reanimation) and then exploiting that. You can probably get a pretty enormous casting cost creature into play early given all of Modern.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 01, 2016, 05:25:01 PM
Keep in mind that there's a real theme in this set between this card and Emerge of playing high-CMC creatures for alternate costs (Madness, Haunted Dead reanimation) and then exploiting that. You can probably get a pretty enormous casting cost creature into play early given all of Modern.
It doesn't even need to be an enormous creature, this lets you get any 4-drop with only green mana on turn 3, including huge beatsticks like Siege Rhino that are balanced around their multicolor casting cost. The Abzan Company deck that formerly used Birthing Pod is probably going to get a lot of mileage out of this one.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on July 01, 2016, 05:34:34 PM
Well yeah, tutoring is tutoring, but there are lots of ways to use this card. You just have to be a little bit careful, because beatstick into bigger beatstick is just card disadvantage.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 01, 2016, 05:43:52 PM
With Eldritch Evolution and the new Tamiyo, I may be looking into running Bant colors in the future. Dang.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 02, 2016, 12:02:34 AM
Well yeah, tutoring is tutoring, but there are lots of ways to use this card. You just have to be a little bit careful, because beatstick into bigger beatstick is just card disadvantage.
The way I see it getting used is the way Birthing Pod was, using it as a sac outlet for something with Persist such as Kitchen Finks/Murderous Redcap to summon whatever.

With Eldritch Evolution and the new Tamiyo, I may be looking into running Bant colors in the future. Dang.
Bant is probably the strongest color set in Standard right now, simply because of things like Collected Company/Reflector Mage. I'm probably sticking with mono-white because of stuff like Thalia and Lone Rider making the human deck better than it had any need to be and probably giving it a good shot post-rotation
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 02, 2016, 09:56:57 AM
Kitchen Finks into Avacyn would be pretty fucking amusing, now that you mention it...

Play Finks and combo off for infinite life, or Eldritch Evo into Avacyn with Viscera Seer on the field and flip her right away, nuking everything. It's so scary it might work very well.

Of course, that's Abzan and not Bant. Unless there is a sac engine as good as Viscera Seer in blue, idk.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 04, 2016, 11:17:38 PM
Liliana finally spoiled, but people are already calling her garbage since she's not Lili of the Veil. Don't they understand that card is fucking broken and should be banned? We don't need more cards like her.

I actually like the new one. I think she has the potential to make zombie meta a real thing.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on July 05, 2016, 12:29:35 AM
Yeah she looks pretty fucking solid to me. She fits the Good Planeswalker Mold, at least after a fashion. And for three fucking mana I think that's good enough.

Also remember when Dauntless Escort was good? Goddamn Selfless Spirit.

Ishkanah, Grafwidow is finally our legendary spider for Commander, and it's in the right colors. It's not great, but it's okay I guess. Better than nothing.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 05, 2016, 12:32:25 AM
Liliana finally spoiled, but people are already calling her garbage since she's not Lili of the Veil. Don't they understand that card is fucking broken and should be banned? We don't need more cards like her.

I actually like the new one. I think she has the potential to make zombie meta a real thing.
I am not going to say no to an ult that is Endless Ranks of the Dead but better

And I think the thing that we need for Zombies in Standard to go off is some better stuff in the 1-2 mana range to compete with all the aggro decks
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 05, 2016, 06:08:51 AM
Aaaand a 1-drop zombie was just spoiled!

   
Cryptbreaker
B
Creature - Zombie
1B, T, Discard a card: Put a 2/2 black Zombie creature token onto the battlefield.

Tap three untapped Zombies you control: You draw a card and you lose 1 life.

So it gives you a discard engine, a token generator, and a card draw source. Hot damn.


EDIT: Mono-blue Faerie budget deck on MTGGoldfish (http://www.mtggoldfish.com/articles/budget-magic-98-18-tix-modern-mono-blue-faeries)
Watch the video vs. Jund.

Just... watch it. It's beautiful.

I'm making this deck. God damn I love Faeries. Tempo Control is such a fun playstyle.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 08, 2016, 03:35:57 PM
Full set reveal for Eldritch Moon is up. (http://magic.wizards.com/en/articles/archive/card-image-gallery/eldritch-moon)

I don't think there's quiiiiiiiiite enough to get the UB Zombies deck to gel together in Standard but I really want to build some kind of UW flying/spirits deck or a WB lifedrain deck now
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on July 08, 2016, 05:35:49 PM
Wow, only three Meld cards in the entire game, huh? Keeping a wacky mechanic like that special is cool, but that does worry me just a bit. 

The fact that Wizards introduced diamond mana as evergreen and reformatted the entire game for it while barely doing anything with it plus this crazy new mechanic that's virtually undeveloped has me pretty worried that every set is going to be all Eldrazi, all the time for a while. Not that I have anything particular against them, but they've only been in three recent sets and I'm already tired of them, so leaving the doors wide open for a bunch more when they've already shown a willingness to oversaturate them has me slightly concerned.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 08, 2016, 06:05:44 PM
I doubt we'll see any of them in Kaladesh/Aether Revolt. If anything, since Kaladesh is very clearly an artifact-themed block, I wouldn't be surprised if we saw the return of Phyrexians.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 09, 2016, 12:24:07 AM
Wow, only three Meld cards in the entire game, huh? Keeping a wacky mechanic like that special is cool, but that does worry me just a bit. 

The fact that Wizards introduced diamond mana as evergreen and reformatted the entire game for it while barely doing anything with it plus this crazy new mechanic that's virtually undeveloped has me pretty worried that every set is going to be all Eldrazi, all the time for a while. Not that I have anything particular against them, but they've only been in three recent sets and I'm already tired of them, so leaving the doors wide open for a bunch more when they've already shown a willingness to oversaturate them has me slightly concerned.
I think the implied ending of Eldritch Moon suggests we're done with the Eldrazi for now and ready to move on to some other storylines that have kind of been on the backburner like all the Chain Veil stuff. I think while "hard colorless" was developed for the Eldrazi in Oath they suggested they might use it again to balance out certain artifacts.

I doubt we'll see any of them in Kaladesh/Aether Revolt. If anything, since Kaladesh is very clearly an artifact-themed block, I wouldn't be surprised if we saw the return of Phyrexians.
I think they're setting up for the return of Bolas more than anything else at this point.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on July 09, 2016, 01:04:37 AM
I think the implied ending of Eldritch Moon suggests we're done with the Eldrazi for now and ready to move on to some other storylines that have kind of been on the backburner like all the Chain Veil stuff. I think while "hard colorless" was developed for the Eldrazi in Oath they suggested they might use it again to balance out certain artifacts.

I said this at the time and I'll say it again: I would feel a lot better about diamond mana if they would just show us an example of an artifact that's printable in a random set but that needs that mechanic to make sense. We have yet to really see that. It's missed potential if nothing else, but we got time.

I think they're setting up for the return of Bolas more than anything else at this point.

Hmm. Yeah, I'm... Really not enthused for that. Magic has kind of lame villains, doesn't it?

I mean, I don't hate the Phyrexians, but Bolas seems pretty lame to me and I'm getting bored of the Eldrazi. I'd be happy with the focus taken off the fucking planeswalkers for a while, but that's never going to happen again so I guess they need something to fight. My best guess at this point is that some kind of supervillain teamup might keep things interesting. When Shadows was announced I totally had my money on Emrakul+Phyrexia for the following set but that's seeming unlikely and like a pretty bad idea now. Maybe Bolas+Phyrexia would be cool?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 09, 2016, 01:20:22 AM
I don't think Emrakul is lame. Maybe not much depth for a villain, but I'm all for Lovecraftian Cthulhu-esque atrocities in the story.

I guess I don't know enough about Bolas to have an opinion on him, but I'm crossing my fingers for Phyrexians just because I dig the aesthetic and would love to see Phyrexian mana spells come back.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on July 09, 2016, 01:42:39 AM
Emrakul isn't lame, it's just the Chtulhus make shitty villains. Maybe if the threat was presented as being much for from her cult than from her it could have been more layered, but as-is I think we're pretty much burned out forever on Emrakul shenanigans. I don't think "Eldritch Moon but on Tarkir" would be interesting.

Bolas is just "a dragon". He's super generic. Which in some ways is cool I guess, but again it doesn't seem like it presents that much story opportunity to me. Maybe they have some cool payoff lined up for his whole inscrutable plan thing.

The Phyrexians definitely have the most potential I think. They are aesthetically cool (although personally I don't dig the new Clive Barker style quite as much as the old, underdeveloped  Order of Yawgmoth (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=209128)-style Phyrexia). It definitely helps that they're present in all colors now so it's harder to get oversaturated on them, although I kind of hate Infect and hope it doesn't come back but assume it will.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 09, 2016, 01:54:31 AM
Infect is stupid. It really has no need to exist.

I actually do like the newer style of Phyrexians. The aesthetic of metal, flesh, and death is delightfully creepy.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: hyorinryu on July 09, 2016, 03:20:54 AM
Emrakul isn't lame, it's just the Chtulhus make shitty villains. Maybe if the threat was presented as being much for from her cult than from her it could have been more layered, but as-is I think we're pretty much burned out forever on Emrakul shenanigans. I don't think "Eldritch Moon but on Tarkir" would be interesting.

Bolas is just "a dragon". He's super generic. Which in some ways is cool I guess, but again it doesn't seem like it presents that much story opportunity to me. Maybe they have some cool payoff lined up for his whole inscrutable plan thing.

The Phyrexians definitely have the most potential I think. They are aesthetically cool (although personally I don't dig the new Clive Barker style quite as much as the old, underdeveloped  Order of Yawgmoth (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=209128)-style Phyrexia). It definitely helps that they're present in all colors now so it's harder to get oversaturated on them, although I kind of hate Infect and hope it doesn't come back but assume it will.

Well, he's also one of the oldest planeswalkers, and they could probably play that up? I wouldn't call him a generic dragon, he doesn't act like your typical dragon tbh. 

The Emrakul still is done, but how long do you think it'l be before we hear from Nahiri again? Also, we still need to see why Ugin was upset that Jace and co. killed the smaller Eldrazis. Btw, what happened the the angel Eldrazi?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on July 09, 2016, 03:46:32 AM
Well, he's also one of the oldest planeswalkers, and they could probably play that up? I wouldn't call him a generic dragon, he doesn't act like your typical dragon tbh. 

"Scheming dragon" is totally an archetype. I would argue maybe even the dominant archetype although Magic downplays it because their dragons are mostly mono-red. I'd say a "typical" dragon in fiction tends a lot more toward black.

The Emrakul still is done, but how long do you think it'l be before we hear from Nahiri again? Also, we still need to see why Ugin was upset that Jace and co. killed the smaller Eldrazis. Btw, what happened the the angel Eldrazi?

Nahiri is a planeswalker and Magic spams them as hard as they think they can get away with, so I'd guess she'll be absent for one block at most. As for the rest of those questions, I don't follow the story closely enough to have any idea.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 09, 2016, 04:56:12 AM
Well, he's also one of the oldest planeswalkers, and they could probably play that up? I wouldn't call him a generic dragon, he doesn't act like your typical dragon tbh. 

The Emrakul still is done, but how long do you think it'l be before we hear from Nahiri again? Also, we still need to see why Ugin was upset that Jace and co. killed the smaller Eldrazis. Btw, what happened the the angel Eldrazi?
Bolas's angle is that he was a planeswalker from the old generation from when they were pretty much demigods, and he's trying to get back to the level of power he had before the multiverse shifted.

Nahiri... I think there's room for her to come back, but maybe not for a bit. She fills the space for a R/W planeswalker that hasn't really been done in a long time, and she could tie into future story arcs involving Ob Nixilis since the two are known enemies.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: hyorinryu on July 09, 2016, 11:52:33 PM
Bolas's angle is that he was a planeswalker from the old generation from when they were pretty much demigods, and he's trying to get back to the level of power he had before the multiverse shifted.

Nahiri... I think there's room for her to come back, but maybe not for a bit. She fills the space for a R/W planeswalker that hasn't really been done in a long time, and she could tie into future story arcs involving Ob Nixilis since the two are known enemies.

I figured that that next thing to happen would her running into Ugin, who iirc was last seen telling Sorin to get Nahiri and meet up with him.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 10, 2016, 04:23:40 AM
I think I may try picking up Standard. I already have a lot of pieces for the non-budget version of this nifty deck (http://www.mtggoldfish.com/articles/budget-magic-82-25-tix-standard-uw-clue-flash), and Eldritch Moon is gonna have a few cards that will give me a delightful aggro-control Standard deck in my beloved UW colors.

I also want to give this deck (http://www.mtggoldfish.com/archetype/standard-ur-flyers#paper) a try, too. Nice, fast, and evasive-- definitely my style when it comes to aggro.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 10, 2016, 05:24:51 AM
I was actually contemplating a UW deck similar to that one using stuff like Thunderclap Wyvern to create buffed flyers, but I had never considered using Thopters in the deck.

Also, consider: Eldrazi Displacer and Spell Queller together
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 10, 2016, 06:03:16 AM
Spell Queller was precisely what I was referring to. ;D

Mausoleum Wanderer is a flying Spirit Cursecatcher/Judge's Familiar with an extra buff as well.

This deck gives me every reason to play Essence Flux not just for flickery fun, but because it would buff spirits too.

Displace is just a new Ghostly Flicker, too.

Turn Aside, Unsubstantiate, and Convolute look like good spells to replace cards that will be rotating out, as well as Selfless Spirit, Long Road Home, Collective Effort, and Blessed Alliance.

Yeah, this deck is gonna be a blast.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Raikaria on July 10, 2016, 08:05:52 PM
Dangit I'm getting into a Yu-Gi-Oh phase at the wrong time when all the simulators for deck testing are being hit by not-Konami.

Anyway; I'm playing a new Archetype; Metalphosis. They're a Fusion Archetype; where all the main deck monsters are Pendulems; with the effect that they let you blow up someone you have face-up to search for a spell/trap card to set from your deck.

They also have a quickplay spell fusion card. So you can fish out your fusion cards and fuse according to your needs on the enemy turn.

The amount of search power and flexibility this archetype has in their fusions is absurd; but I've also teched in a couple of non-archetype cards to make the deck even more silly.

One is Destiny HERO - Malicious. This guy's been around for a while. Basically; you can remove him from the grave; to summon another one from your deck. I can use him as fusion material; summon another; and then pop him for a search... and summon another.

The other is a card I've seen 0 people run ever: Serene Psychic Witch. This card lets you; when it is destroyed and sent to the graveyard; remove from play a 2000 atk- psychic-type monster from your deck. Next standby phase [Regardless of who's turn] if she's still in the grave; she special summons the removed monster. All the Archetype cards are Psychic monsters. And only one main deck card is over 2000 attack.

So I can pop her for a spell/trap search; and then get a deck-search special summon. I can search out the fusion card and fusion material at the same time with this card.  The fusion card being a quickplay; so if it's set it can be activated on your opponent's turn. So I can pop the fusion card and fuse into whatever I want to as I need to.

Also they have a trap card which does wonderful things like letting you special summon from your deck when something gets blown up. Includeing by your own effect. And a continuous trap which lets you ressurect a fusion material and if it gets blow up [Which I can happily do on my own accord for a Spell/Trap search] lets you search a card to add to your hand. 

You literally blow up your own stuff to get +1's or even better from it.

tl;dr: This deck has insane search power and it's actually a reliable fusion deck that dosen't brick because it failed to draw Poly what is this. And I've not even got into the card recycleing power [You can stick your regular non-quickplay fusion card back into your deck from the grave to draw 1; and a couple of cards let you stick things from various places back into your deck... only for you to search those cards back out.]. Usually a fusion is a -2 at least. This deck can make it a +1.

I feel like I'm not playing a deck. I'm playing a library where I can just look up what I need when I need it. Also the deck is undefeated so far.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on July 10, 2016, 11:00:06 PM
My Freyalise, Llanowar's Fury (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389530) Elf Commander deck tends to underperform a bit, so I've been hunting for replacement mono-green commanders. I had an idea for a really cruel Jolrael, Empress of Beasts (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=24673) deck that runs a ton of board wipes, but I think it's too mean for my group, and if we're getting that dirty it's probably too fragile.

Omnath and Azusa seem like the only mono-green commanders who get a ton of love. I wonder if Titania, Protector of Argoth (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389721) has much potential?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 11, 2016, 04:35:23 AM
My Freyalise, Llanowar's Fury (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389530) Elf Commander deck tends to underperform a bit, so I've been hunting for replacement mono-green commanders. I had an idea for a really cruel Jolrael, Empress of Beasts (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=24673) deck that runs a ton of board wipes, but I think it's too mean for my group, and if we're getting that dirty it's probably too fragile.

Omnath and Azusa seem like the only mono-green commanders who get a ton of love. I wonder if Titania, Protector of Argoth (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389721) has much potential?
Titania could be fun, especially if you have a lot of stuff to sacrifice and recycle lands, plus stuff to get additional value out of your land drops. Other monogreen commanders I see getting use are Ezuri, Renegade Leader if you want to stick with elves and Yisan, Wanderer Bard.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on July 11, 2016, 05:16:02 AM
Ezuri seems kind of boring to me. He's pretty linear. Yisan is worse because he tends to make every game more or less the same. Theoretically you could probably go full toolbox with him, but there are certain creatures you're going to hit almost all the time.

I could also make this a multicolor deck, but I already have green decks in every color combination at least as part of three-colors, plus a black/green deck and a blue/green deck. I don't know, blue/green is deep enough that I would honestly be able to get away with two distinct decks in those colors, but the colorless removal you need to make them really good is a bit on the expensive side and I don't want to have to buy second copies of everything.

If I do end up going multicolor I guess green/white is probably my best bet. There are some fairly interesting options in those colors. I'd want to avoid tokens though since my white/blue/green deck is already tokens.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 11, 2016, 05:26:06 AM
Green-white has a lot of interesting options for it like enchantments, lifegain, Human tribal, or if you want to be unfun, just being a giant impossible-to-get-rid-of brick wall.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on July 11, 2016, 05:50:21 AM
There's a local douchebag who runs green/white-turtle-bitch-time and it's atrocious. He inserted himself unbidden into the last of the three games I played on Saturday, everyone told him to fuck off because we hate playing against that deck, and he insisted. I even built him an entire complete new deck for Christmas last year hoping it would make him stop playing it but it didn't. And as expected he turned what should have been a 45 minutes game into a 90 minute game.

Bonds of Mortality cracks that deck open like an egg though. It's kind of hilarious watching turtle players aggressively gunning for that card. I once had a game where I drew like six cards over the course of a game by Regrowthing it and recasting it every time a turtle destroyed it.

Enchantments sounds like the most non-terrible of those, but I feel like none of the premiere enchantment commanders in Magic right now are actually white/green and I'm not going to shell out for any of the very expensive stuff (no Greater Auramancy or Serra's Sanctum). I'll look into it though, should be interesting to theorycraft at least.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 11, 2016, 05:54:25 AM
Something I've noticed about Commander is that there's always one player who just prolongs the game to absurd levels. I borrowed a deck to play with a week or so ago, and one guy was all "gah, I really gotta get moving", so I kept trying to mercy-kill him so he could leave, but there was a player that kept stopping me every time-- and his deck was painfully slow.

If I ever make a Commander deck, it's going to contain a couple infinite combos just so I can have a killswitch to the game for that reason.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on July 11, 2016, 01:27:09 PM
Yeah, that can definitely be a thing unfortunately. It's been my opinion and the opinions of most of the people I play with often that Commande isn't as much about winning as it is collectively creating the perfect Commander game (and then hopefully winning if it works out). The perfect Commander game doesn't involve someone repeatedly comboing out on turn five, but it also doesn't involve someone stalling and dragging the game out forever.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 15, 2016, 08:56:04 PM
So I put in a preorder for a box of Eldritch Moon since I won't be able to attend prerelease. I'm not sure if I'm still in that period of early optimism where every set looks better than the last or the sets that have been coming out this year have just been that good.

congratulations Wizards you finally have me excited to play Blue
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 15, 2016, 09:02:58 PM
I'm totally stoked to play UW Spirits in Standard and Spirit Sprites in Modern. So disgusting. Very evasive. Much counters.

I'll be at my LGS at 7 for Modern, and I'll stick around for prerelease at midnight.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on July 15, 2016, 10:20:33 PM
Figured out what I want to morph my mono-green Commander deck into. I'm going to use Trostani, Selesnya's Voice (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=253641). She's doubly build-around-able since I can use lifegain stuff and token stuff. Not sure I have enough of either, but the upgrade is only going to cost me $20 or so, so if it doesn't work continuing to tinker won't be too costly.

What really sold me on the deck is the interaction with Phyrexian Processor (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=207888). That seems... Really scary. :o
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 15, 2016, 10:28:50 PM
Figured out what I want to morph my mono-green Commander deck into. I'm going to use Trostani, Selesnya's Voice (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=253641). She's doubly build-around-able since I can use lifegain stuff and token stuff. Not sure I have enough of either, but the upgrade is only going to cost me $20 or so, so if it doesn't work continuing to tinker won't be too costly.

What really sold me on the deck is the interaction with Phyrexian Processor (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=207888). That seems... Really scary. :o
It would be a bit costly but now I'm imagining Trostani with Voice of Resurgence
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 16, 2016, 08:21:06 AM
Went 2-2 in EMN draft. Didn't really pull anything too outstanding, but my deck was pretty okay.

Prerelease Promo: Docent of Perfection.
I'm actually pretty pleased. He's no money card, but I do love Delver of Secrets, so having his final form in foil is pretty sweet.

Pulls:
1. Deathcap Cultivator
2, Altered Ego
3. Oath of Liliana
4. Mirrorwing Dragon (Pretty cool! This went in my deck)
5. Soul Separator // Imprisoned By The Moon (foil)
6. Tree of Perdition

Meanwhile, the girl across from me literally pulled Liliana as her foil Promo, and then pulled Gisela AND Tamiyo. Some people have all the damn luck. :(

Pull from the participation award pack: Bedlam Reveler. Meh.

Either way, I had a pretty decent time. Tired as hell, though.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 21, 2016, 03:56:31 AM
A bunch of people had leftover prize packs from prerelease so I had a chance to play in an unofficial Eldritch Moon draft before release. I can already see plenty of fun synergies and interactions. In particular the blue-red spellslinger deck looks way more dangerous now.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 22, 2016, 10:37:27 PM
Had an AMAZING FNM today.

I decided I'd dust off my old budget Affinity deck for a change of pace. Went and picked up a playset of Blinkmoth Nexus to step it up a bit.

Before the matches I bought a 3-pack of cards to get in the promo drawing. Nothing too great came out of it. Bought a second 3-pack and got a Mausoleum Wanderer. 1/4 on how many I need!

Match 1: vs. Death & Taxes, win 2-1
Match 2: vs. Grixis Control, win 2-1
This was actually incredibly tense. This guy is the reason why I stopped playing Affinity, because his deck is pretty much my worst matchup. Game 1, he had a shit hand and I did not. Game 2, he trampled me. Game 3, I had a Leyline of Sanctity out and was able to beat him down in time. Very good feeling.
Match 3: vs. some janky blue devotion deck, win 2-1
This deck was actually pretty cool, just really slow.

Soooo I ended up going undefeated and got 1st place!
Promo: Spatial Contortion
Won 4 packs, ended up getting a Spell Queller (1/4 needed!). Was very happy.
Then I heard the drawing for the ticket promo. I won that too. It was the Buy-a-Box version of Thalia, Heretic Cathar (http://mythicspoiler.com/emn/cards/thaliahereticcathar.html). (Hover over the card to see the promo art.) I'm so fucking happy, I was seriously considering buying a booster box just so I could be guaranteed this card-- not just because I wanted her, but because that art is fucking gorgeous.

So yes, very good day. Probably the best Magic day I've had since I started.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 23, 2016, 05:03:43 AM
I picked up my booster box today, got a fairly ridiculous haul:

Bloodhall Priest
Bruna, the Fading Light
Coax from the Blind Eternities
Collective Defiance
Collective Effort x2
Dark Salvation
Docent of Perfection
Elder Deep-Fiend
Eldritch Evolution
Emrakul's Evangel
Eternal Scourge
Geier Reach Sanitarium
Hanweir Battlements x2
Harmless Offering
Heron's Grace Champion (1 regular, 1 foil)
Impetuous Devils
Imprisoned in the Moon
Liliana, the Last Hope
Lupine Prototype
Mausoleum Wanderer (foil)
Nahiri's Wrath
Oath of Liliana
Sanctifier of Souls
Soul Separator
Spell Queller
Splended Reclamation
Stitcher's Graft
Summary Dismissal
Tamiyo, Field Researcher
Thalia, Heretic Cathar
Thalia's Lancers x2
Ulrich of the Krallenhorde
Ulvenwald Observer
Wharf Infiltrator

Also got an additional Dark Salvation and Spell Queller plus a Decimator of the Provinces from drafting and the promo Thalia and Identity Thief, plus an extra Goblin Chieftain promo they had sitting around from May. Life is good.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 23, 2016, 09:34:48 AM
Hot damn that's a nice haul. I'm hoping to split a booster box with a friend this upcoming weekend-- hopefully I get to keep the Thalia (I need 2 anyway) and can snag more Mausoleum Wanderers and Spell Quellers. An Emrakul would be super nice, too.

Eldritch Moon is shaping up to be really fantastic so far, isn't it? I'm actually excited to play standard for once.

Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 26, 2016, 01:02:09 AM
My recent pulls have me wanting to build some kind of blue-white control deck (although maybe with a splash of green)

Must-includes:
Mausoleum Wanderer: A good creature that can come in early and either start chipping away for damage or
Rattlechains: Protects other creatures and helps other spirits that don't already have Flash to get in.
Spell Queller: The entire reason I'm building this deck.
Reflector Mage: Not a spirit but a fairly crucial control piece.
Prairie Stream and Port Town: The optimal UW mana sources available in Standard right now.

Want to includes:
Always Watching: Vigilance and +1/+1 is a huge boost for fliers.
Bygone Bishop: Helps with card draw.
Collective Effort: Acts as a buff for creatures and can act as removal if needed.
Tamiyo, Field Researcher: Requires splashing a third color but all of those abilities are incredibly useful.
Thunderclap Wyvern: The deck is very flyer-heavy so could use another thing to help push it along.
Topplegeist: With being able to flash it in off Rattlechains it becomes useful for locking down an attacker and buying a turn.

Maybe look at:
Dragonlord Ojutai: Works really well with Always Watching, although will be rotating out and losing value soon.
Jace, Unraveler of Secrets: Good for drawing cards and bouncing creatures, both things the deck wants to do
Westvale Abbey: Pretty much every deck with a lot of creatures wants one of these.

Not considering:
Jace, Vryn's Prodigy/Telepath Unbound: Too much money for a card that's rotating out of Standard in 3 months.
Selfless Spirit: Everything's based around exile or debuff effects right now so indestructible really doesn't do much.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on July 26, 2016, 01:38:00 AM
My Trostani, Selesnya's Voice Commander is done. Or I guess I should say, I finally received all of the remaining pieces in the mail. It has some apparent garbage like Devout Incantation (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370726), Soul Separator (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=414506), and Growing Ranks (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=270957) that might turn out to be worth it but will probably end up sucking big time. Unfortunately there aren't a ton of on-theme cards that I can replace them with and I'm a bit worried about generating enough worthwhile tokens to consistently Populate, so cutting them for goodstuff might not be a great call.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 26, 2016, 08:20:41 AM
My recent pulls have me wanting to build some kind of blue-white control deck (although maybe with a splash of green)

Must-includes:
Mausoleum Wanderer: A good creature that can come in early and either start chipping away for damage or
Rattlechains: Protects other creatures and helps other spirits that don't already have Flash to get in.
Spell Queller: The entire reason I'm building this deck.
Reflector Mage: Not a spirit but a fairly crucial control piece.
Prairie Stream and Port Town: The optimal UW mana sources available in Standard right now.

Want to includes:
Always Watching: Vigilance and +1/+1 is a huge boost for fliers.
Bygone Bishop: Helps with card draw.
Collective Effort: Acts as a buff for creatures and can act as removal if needed.
Tamiyo, Field Researcher: Requires splashing a third color but all of those abilities are incredibly useful.
Thunderclap Wyvern: The deck is very flyer-heavy so could use another thing to help push it along.
Topplegeist: With being able to flash it in off Rattlechains it becomes useful for locking down an attacker and buying a turn.

Maybe look at:
Dragonlord Ojutai: Works really well with Always Watching, although will be rotating out and losing value soon.
Jace, Unraveler of Secrets: Good for drawing cards and bouncing creatures, both things the deck wants to do
Westvale Abbey: Pretty much every deck with a lot of creatures wants one of these.

Not considering:
Jace, Vryn's Prodigy/Telepath Unbound: Too much money for a card that's rotating out of Standard in 3 months.
Selfless Spirit: Everything's based around exile or debuff effects right now so indestructible really doesn't do much.

You literally just described UW Spirits! http://www.mtgsalvation.com/forums/the-game/standard-type-2/standard-new-card-discussion/726431-uw-spirits

It's what I plan on running for sure, and it's so fucking versatile. There's a tempo version, a control version (championed by Hoogland), and a midrange version (what I plan on playing). That thread's a great resource.

Also, Selfless Spirit's been determined to be a pretty top tier card for the deck! It's a nice flying clock that can be used for combat tricks.

Hallowed Moonlight and Unsubstantiate are also core control pieces too - - the former fucks over Collected Company, tokens, and Nahiri strategies, and the latter is a beautiful pseudo-Remand/Unsummon. Essence Flux is a instant playset card too, for creature protection, combos, and combat tricks. It gives +1/+1 to spirits!

Always Watching > Thunderclap Wyvern imo. It affects non-fliers, gives Vigilance, and isn't as easily removed.

If you're considering running Topplegeist, definitely run a playset of Nebelgast Herald. So much tapping.

I'm really excited for this deck. I'm trying to figure out how to fit Thalia in, as well.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 26, 2016, 03:20:56 PM
You literally just described UW Spirits! http://www.mtgsalvation.com/forums/the-game/standard-type-2/standard-new-card-discussion/726431-uw-spirits

It's what I plan on running for sure, and it's so fucking versatile. There's a tempo version, a control version (championed by Hoogland), and a midrange version (what I plan on playing). That thread's a great resource.

Also, Selfless Spirit's been determined to be a pretty top tier card for the deck! It's a nice flying clock that can be used for combat tricks.

Hallowed Moonlight and Unsubstantiate are also core control pieces too - - the former fucks over Collected Company, tokens, and Nahiri strategies, and the latter is a beautiful pseudo-Remand/Unsummon. Essence Flux is a instant playset card too, for creature protection, combos, and combat tricks. It gives +1/+1 to spirits!

Always Watching > Thunderclap Wyvern imo. It affects non-fliers, gives Vigilance, and isn't as easily removed.

If you're considering running Topplegeist, definitely run a playset of Nebelgast Herald. So much tapping.

I'm really excited for this deck. I'm trying to figure out how to fit Thalia in, as well.
I had Essence Flux in the must-includes but it somehow slipped my mind.

Concept for my spirit deck, splashing green for Collected Company and Tamiyo (http://tappedout.net/mtg-decks/26-07-16-tUz-collected-spirits/)
Upgraded version of my monowhite aggro deck (http://tappedout.net/mtg-decks/summer-2016-monowhite-humans/)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on August 12, 2016, 02:47:46 AM
Game Day's coming up. How's your deck working out for you, TAC?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on August 12, 2016, 03:30:41 AM
Game Day's coming up. How's your deck working out for you, TAC?
I kind of decided to shift focus to a GW Collected Company/Humans deck to use what I already had. I'm not going to make it to Game Day because of work considerations, but there's some local standard I can still participate in outside of that.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on August 14, 2016, 12:15:05 AM
Game Day crosspost (http://www.mtgsalvation.com/forums/the-game/standard-type-2/established-standard/739680-primer-u-w-spirits?comment=229).

I went 3-1 and came in 3rd. If it wasn't for a VERY bad luck streak in match 3, I could have potentially won, but I'm feeling pretty good.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 14, 2016, 12:30:23 AM
Yeah, that really looks like my kind of deck. I'm a big fan of tempo. Always Watching is a sketchy card, but it seems like it could do so much good when it works.

Edit: Is Ongoing Investigation a standard include in this sort of deck? I was just looking at your list and thinking "Not sure how I would be able to resist cramming a bunch of draw in here", but there is that. Six enchantments total that don't impact the board directly seems like a lot, but it's an interesting idea.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on August 14, 2016, 12:40:56 AM
So many people say it's no good, but it's consistently an objectively good card in this deck, and honestly I feel my results justify it-- I rarely, if ever, lose once it hits the board. It lets me attack and block if need be, it lets me sac Mausoleum Wanderer for higher value, it stops Liliana from killing my shit, it stops Languish from killing Avacyn. It gives an enhanced clock on my opponent's life, which gives them less time to fix their own board state and do damage to me.

It's an excellent finisher, overall-- drop it when you have no other creatures to play and have enough mana to throw a counter/unsubstantiate, and wreck faces. Being able to go from having 1 life and my opponent having 29 and still killing them means it's a stellar card for making comebacks. Maybe side it out against decks that run extremely high power/toughness flyers.

Ongoing Investigation has been more of an experimental card for us-- and it does pretty well, actually! Since you're almost always attacking unblocked, you rack up lots of clues to sac with leftover mana. On the other hand, it's the card I ended up siding out the most, too. But think of it this way-- it's 2 mana for a source of card draw that's nearly limitless, while Anticipate only gives you one card, Fortune's Favor and Epiphany at the Drownyard are HUGE gambles, and Pore Over the Pages costs too much to be worth it. As far as I see it, Ongoing Investigation is the most solid card for card draw for Spirits, because it's underestimated. No one's going to counter it, thinking it's a threat-- but when you realize they can't stop me from sacrificing clues to draw cards, it feels totally worth it.

You're right though, six enchantments that don't directly affect the board is a lot-- that's why they were frequently my first choices to sideboard out. It's nice for it to be an easy decision, though-- but I think it's a good idea to keep Always Watching in, if possible.

Think of it this way, as far as AW goes:

Turn 1: Land -> Mausoleum Wanderer
Turn 2: Land, attack for 1, or 2 if you cast a Selfless Spirit. If not Selfless Spirit, cast Rattlechains at end of opponent turn
Turn 3: Land, attack for 3, cast Spell Queller, Rattlechains, Nebelgast Herald, or Selfless Spirit at end of opponent turn (Selfless only if Rattlechains comes down)
Turn 4: Land if you have it, Cast Always Watching, attack for 8 with flying and vigilance
Turn 5: Land if you have it, attack for 8. Cast a Spirit or two, Avacyn, or sac a Spirit to cast Elder Deep-Fiend on opponent turn.
Turn 6: Attack for 11 if you cast a Spirit; 14 if you cast two; 13 if you cast Avacyn, or 10 if you cast Deep-Fiend.

Of course, it never works out that perfectly, but even if you are attacking for 5-8 every turn with blocking potential with just 2-3 spirits and casting counters for the rest of the game, you're WAY better off than doing 3-5 damage and having to have them be tapped.

Always Watching also gets Spell Queller out of burn damage range, too, Exquisite Firecraft aside. With two, it's safe from Languish and Grasp of Darkness.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 14, 2016, 01:08:56 AM
...and honestly I feel my results justify it-- I rarely, if ever, lose once it hits the board.

Just keep in mind that this has to be counterbalanced by any games you've lost that you could have won if Always Watching was another tempo spell or creature, or even any hands you've had to mulligan because you opened with two Always Watchings or something. Not saying it's bad by any means, but those the concerns with this sort of card.

But think of it this way-- it's 2 mana for a source of card draw that's nearly limitless, while Anticipate only gives you one card, Fortune's Favor and Epiphany at the Drownyard are HUGE gambles, and Pore Over the Pages costs too much to be worth it.

And the thing to keep in mind here is that unlike those cards Ongoing Investigation take two turns, six mana, and two successful attacks to actually gain card advantage. Again, not saying you should be playing any of them over it, but you do have to jump through a lot of hoops to get the (substantial) payoff.

You think there's any chance of ever profitably using the other effect? Some kind of land that can incidentally tap for green or a mana rock or something might be a huge boon against burn just as an oddball sideboard option. I guess your stuff does have to be dying for it to be relevant, but you don't seem to have any other use for your graveyard and it doesn't cost a slot.

It's nice for it to be an easy decision, though-- but I think it's a good idea to keep Always Watching in, if possible.

Agreed, easy outs for sideboard shit are nice. I always get tripped up by that and either don't cut enough stuff or just go the "safe" route of cutting my fourth copy of several necessary cards.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on August 14, 2016, 01:52:57 AM
You think there's any chance of ever profitably using the other effect? Some kind of land that can incidentally tap for green or a mana rock or something might be a huge boon against burn just as an oddball sideboard option. I guess your stuff does have to be dying for it to be relevant, but you don't seem to have any other use for your graveyard and it doesn't cost a slot.

That is an issue-- since I play more aggressively and focus more on damage than being able to counter every spell, I try to focus on keeping my dudes alive-- and since Always Watching helps keep them alive, they don't tend to die much. But it's also not an issue, since I don't run green at all. I might try a taste of green in the deck if I ever happen to pull a Tamiyo, but until then, I'm not too interested-- especially since I'd like to run Pulse of Murasa instead-- get a creature BACK from the graveyard and gain 6 life.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Spotty Len on August 14, 2016, 09:10:36 AM
Apparently, Star Wars will get a Weiss Schwarz set (https://i.imgur.com/GfJCQ9Y.png).

It's like... why?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 14, 2016, 09:13:22 AM
Ha ha what? Really? Is that seriously not a joke?

Cool I guess. With movie stills for art presumably?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on August 17, 2016, 03:42:57 PM
oh sweet hell the Conspiracy: Take the Throne previews

those repriiiiiiiiiiiiiints
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 17, 2016, 04:25:22 PM
Oh what, I love those reprints with the old art. A foil of that Desertion would look amazing.

Serum Visions too.

Phyrexian Arena is a strong contender for my favorite card ever and I still don't love this art. This card seems to have a hard time getting art I love. This miiiight be the best one yet though.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on August 17, 2016, 05:14:30 PM
FINALLY SERUM VISIONS REPRINT

>uncommon

jfc wizards


I like that Sanctum Prelate too-- it's kind of like Chalice of the Void on a creature.

Are these non-reprints modern-legal?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 17, 2016, 05:43:36 PM
Almost certain the non-reprints are not Modern legal.

I can forgive uncommon Serum Visions since this is a draft-only set. I drafted Fifth Dawn, having a ton of those floating around was nuts.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on August 17, 2016, 06:26:27 PM
FINALLY SERUM VISIONS REPRINT

>uncommon

jfc wizards


I like that Sanctum Prelate too-- it's kind of like Chalice of the Void on a creature.

Are these non-reprints modern-legal?
the non-reprint cards are Vintage/Legacy only simply because they don't have time to balance-test

and honestly I'm fine with Serum Visions being uncommon simply because unlike the Masters sets this isn't going to be a limited-printing set so there's going to be a decent amount of commons and uncommons getting out into the wild
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on August 17, 2016, 06:57:15 PM
Ha ha what? Really? Is that seriously not a joke?

Cool I guess. With movie stills for art presumably?

They got episodes 4-7 and nothing is sacred anymore in the Weiss community
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 17, 2016, 07:23:32 PM
They got episodes 4-7 and nothing is sacred anymore in the Weiss community

Oh what? Good Star Wars even? Not Clone Wars or some shit?

I am so on board for this. Hope it gets translated but why wouldn't iiiiit?

Gonna make a C3PO deck. Watch me.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Mеа on August 18, 2016, 10:34:22 PM
A friend and I are getting back into yugioh after like years, except there's only one card shop in the area and no one plays there :v
But apparently it's a pretty nice place and community so I plan on going this weekend or so to visit and, idk, ask someone how to actually play pokemon or something.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 18, 2016, 10:50:39 PM
I have a buddy who plays Yu Gi Oh who I've been pestering to explain the metagame to me and it sounds like a fucking mess. Lot of crazy, craaaazy stuff going on there that frankly doesn't sound like any fun at all. I don't think I could ever stand behind a game where restricting a card to less copies counts as game balance. That's crazy. It just makes draws more random (I'm aware Weiss Schwarz does that, but I couldn't really see myself ever playing it competitively for that reason among others).

Edit: Wait, Weiss Schwarz doesn't do that, does it? Don't they have that weird restricted list where some cards can't be played with other cards? Or do they also have restricted cards? I forget.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Mеа on August 18, 2016, 11:44:02 PM
Guess that's what happens when you a card game that's always been an anime/show before being a card game. Kind of like the main pokemon games that is an (nintendo) rpg before being a competitive gam. Or, you know, freaking smash.

Not sure what you mean by limiting cards making draws more random. Personally playing magic felt more random from the some I've played, what with the times when you draw mana terrain cards for like 3 turns in a row. From what I understand from talking to people who actually play magic, it's really about striking that balance so you (statistically, at least) aren't in that sort of situation. What with limited mana resources and mana costs, balancing the card types, mtg strikes me as a very economical game, and more strategy as opposed to tactics. Which, isn't necessarily my cup of tea since I don't like having to manage those 'outside' resources, similar to why I would prefer fire emblem as opposed to, say, age of empires.

Going back to the draws thing, yugioh has a way of just getting what you need out of the deck with lots of searchers. With the way the more powerful cards work, most of them stay in the extra deck, that is, outside the actual draw pile. Most archetypical strategies revolve around good 'low cost', flexible monsters that have convenient effects for calling out more of such mons or getting some anchor card out of the deck and then using those mons or cards to bring out the actual powerful, strategically pivotal monsters from the external, extra deck. This is what makes things quite a clusterfuck since some decks can literally use up half the deck in a single turn.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on August 18, 2016, 11:47:57 PM
From what I've heard, Yugioh has become the most obnoxiously convoluted, broken mess over the years. I remember when the game was simple. Those were the days. :(
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 19, 2016, 12:04:44 AM
Not sure what you mean by limiting cards making draws more random.

If there's only one copy of a card in your deck you're going to draw it much less often. If the reason a card is limited to one is because it's too powerful, that means it's not going to come up often, but when it does it's a huge bonus because it's de facto better than cards that you're allowed to play full copies of. That creates very swingy games where if you get lucky and draw a few super powerful cards you get a big advantage. And if those cards are just auto-include utility cards, which I'm told Yu Gi Oh does have as one-ofs, then you're creating a game where whoever draws their free one-sided board wipe more often is just going to have an edge on their opponent that's based on nothing but random chance.

Granted you can mitigate that some with a ton of card searching, but most games (Magic, Pokemon) more or less agree at this point that card searching is not healthy. If you can just search for whatever card you want whenever you want then you're not really playing a game with random elements anymore, and card games aren't typically built to be sustainable if they're not random. It leads to too many combo wins and lockouts. So you can fix the problem of your super-powerful cards only showing up occasionally at random... by introducing another large problem into your game. It's just bad design. If a card is too good, get rid of it. Making it less likely to be drawn only fixes the problem if the only way the card is good is in multiples, and even then it doesn't really full fix it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on August 19, 2016, 01:13:05 AM
Just saying, the MtG combo decks that do nothing but goldfish and search as non-interactively as possible for their win pieces are the most fucking boring as shit decks to play against. Having some degree of randomness and chance and strategy is what makes the game fun and interactive - - meanwhile decks that do nothing but search without interacting is rage-inducing and discouraging. For example, the Jeskai Ascendancy combo (https://m.youtube.com/watch?v=IPYexUz13t0) is a golden example of this. The winning combo goes off on turn 2 and the other player does nothing but sit and watch while the player comboes off for TEN MINUTES.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Mеа on August 19, 2016, 01:36:09 AM
Ah that's what was meant, thanks you two. I do agree with those points, and also that sentiment of boring-as-ass is shared in the ygo community, they call those 'solitaire' decks. I wonder if it's a term used by trading card games in general(?)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on August 19, 2016, 02:57:10 AM
Oh yeah, it's a common snark in MtG as well. "Dude, your deck is so non-interactive you may as well be playing Solitaire."

Me? I prefer either straight-up in-your-fucking-face aggro decks or completely disruptive aggro-control decks-- nothing that stops the opponent from being able to play (Mindslaver lock aside, but that's only if they choose to not scoop, which is their own damn fault)-- but enough to be frustrating to play against.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on August 19, 2016, 04:19:39 PM
don't a lot of the uninteractive combo decks in Modern get hit with the banstick precisely because they're unfun and unbalanced (see: Birthing Pod, Summer Bloom, Shoal Infect, EGGS)

and Legacy lets you pretty much kill any combo with Force of Will/Cranial Extraction
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 19, 2016, 04:51:48 PM
Yeah, and Wizards doesn't really try to support solitaire combos. They've been gradually nerfing tutors for a long time and avoiding printing stuff like Storm. Mark Rosewater has something he calls the "Storm scale" which measures how likely a mechanic is to ever see print again from a score of 10 (Flying, definitely going to be re-used constantly) to 1 (Storm, never going to be used in a core product ever again no matter what).

In Legacy as far as I know (I do not play Legacy) combo is still an extremely important archetype since they can bring their own Forces and Misdirections and shit to technically interact, but only to keep their engine from ever being touched. In Legacy a combo has to be able to win very quickly, but a lot of decks can totally do that.

Have you guys seen the combo that's apparently a thing in Standard right now? I hear Demonic Pact (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398433)+Harmless Offering (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=414430) is seeing legit play and even top-eighting some events. And by most standards that is not a good combo since neither card is really playable on its own (although Pact can at least close out games) and you don't win instantly or early, but that just goes to show how viable even terrible combos are and how badly they've been nerfed if people are willing to play this mess.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on August 19, 2016, 10:17:46 PM
Harmless Pact is a really touchy, fragile combo that takes a long time to pull off. If your opponent has any way of stopping it, you lose. In practice, it's really not that good unless you are super good at piloting the deck and luck out with enough kill spells to keep you alive.

Legacy and Vintage seem to be the most asinine, stupid formats in all of Magic. Decks cost anywhere from $1,000 to like $20,000, for games that don't tend to last more than 3 or 4 turns at the longest because they're completely uninteractive and just tutor up the win condition on turn 1 or 2. So you're basically spending a ton of money on a format that doesn't even have any Wizards-sanctioned events (and in fact, they refuse to print anything on a "reserve" list anyway because people will get pissy if their precious cards lose value, never mind that it's a fucking *game*), for games that aren't even... games. At least Modern is regulated so that combos that can win before turn 4 are banned.

I think Wizards should have more people on board who are actually aware of the metagames of formats that are not Standard, because they don't even seem to be remotely aware of some of the broken-ass shit that they can put out that's fairly innocuous in Standard, but game-breaking in more eternal formats.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 19, 2016, 10:38:10 PM
It's an established fact that Wizards doesn't really consider eternal formats when balancing sets. They don't want to be constrained in design and it's very likely that they would just as soom see those formats killed off so they can funnel players into formats with non-insurmountable barriers to entry.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on August 19, 2016, 11:32:03 PM
While Legacy and Vintage are more or less dead formats, Wizards would be stupid to not realize that Modern as an eternal format is absolutely massive-- and it doesn't take much to just stop and consider "hey, maybe this card we're making is completely busted in this format, maybe we should at least ban it in Modern so it doesn't get abused". Or something like that.

Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on August 27, 2016, 04:53:38 AM
While Legacy and Vintage are more or less dead formats, Wizards would be stupid to not realize that Modern as an eternal format is absolutely massive-- and it doesn't take much to just stop and consider "hey, maybe this card we're making is completely busted in this format, maybe we should at least ban it in Modern so it doesn't get abused". Or something like that.
I think new cards are taken into consideration on some level, as the explanation for Birthing Pod getting hit with the banstick was "it puts a hard limit on what kinds of creatures can be made", and they admitted they considered the potential interactions with Eye of Ugin when making OGW but had no idea it would become so degenerate

Anyway, I played a Conspiracy 2 draft tonight. Attempted a blue-black flyers deck, got completely destroyed because I got caught up in an arms race with one other player and left myself completely open to getting hit by a huge army of creatures
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on August 31, 2016, 06:47:57 PM
New announcements!

https://www.mtggoldfish.com/articles/amonkhet-nicol-bolas-modern-masters-2017-and-product-announcements

- The new block coming after Kaladesh/Aether Revolt is the Egyptian-themed Amonkhet and Hour of Devastation block! Looks super cool.

- Unsurprisingly, Chandra is the lead Planeswalker of Kaladesh. That art tho :*

- MODERN MASTERS 2017 [potential] SNAPCASTER MAGE, LILIANA OF THE VEIL, CAVERN OF SOULS REPRINTS GET HYPE

also some commander/archenemy/dual deck stuff idc about really
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 31, 2016, 07:20:01 PM
FINALLY MY FUCKING MUMMIES! Come to me mummies, I have waited so long for you. I don't care what the fuck a legendary mummy does, I will build a deck around it. So fucking excited.

Weird that Commander Anthology is four decks since a wave is five. The obvious contents are the first wave of commander decks and I guess just dropping out the least popular one, whichever that was?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on August 31, 2016, 08:01:05 PM
FINALLY MY FUCKING MUMMIES! Come to me mummies, I have waited so long for you. I don't care what the fuck a legendary mummy does, I will build a deck around it. So fucking excited.

Weird that Commander Anthology is four decks since a wave is five. The obvious contents are the first wave of commander decks and I guess just dropping out the least popular one, whichever that was?

Commander Anthology is going to be one deck from each wave, so it looks like it's Kaalia (WBR) from 2011/Derevi (GWB) from 2013/Freyalise (G) from 2014/Meren (GB) from 2015
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Jq1790 on September 01, 2016, 02:50:02 PM
Yesterday was interesting and I actually have a relevant post for here, go figure.

I dont collect Magic or any other card games atm(fighting the urge to start MtG because I KNOW what moneysinks TCGs are) but I was hanging out with a friend who does and he picked up a box of Conspiracy for him, myself, and his brother to play with.  First time in a draft environment and it was actually pretty interesting.  If I get to playing for real I think I def wanna do some stuff with either W/G together or B...er, U, excuse me(if I call blue "B" and black "D" how much trouble would I get in? *looks at ccool pointedly for a moment*).  I could see some interesting synergy with the mass spawning of white soldiers and the  powerful buffs green has if that set is an indication of how stuff normally winds up for those colors.  The time I had a heavy blue focus was amusing though because I got a bunch of denial spells and blocked like 3 spells in one (opponent) turn.  (well I think one of em was actually CALLED Denial, too, but that's besides the point.)

All in all while I won exactly zero of the three games we had time for it was a lot of fun.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 01, 2016, 02:57:03 PM
I bought a Conspiracy 2 box with the intent to draft it soon. Hopefully in a couple weeks. Looks like a blast.

And I know I shouldn't really encourage people to get into Magic if they don't want to, but of people play Commander in your area it can be extremely cheap to get into...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Jq1790 on September 01, 2016, 03:02:14 PM
Ah yeah I kniw exactly what Id start with if I did Commander as well since said friend in an earlier visit lent me an esper burn/heal deck(modded form of the Eternal Bargain deck I believe?) that I found pretty fun so I could see myself doing something with that if I went the Commander route.

Also dont feel bad if you try to encourage.  I mean, Im posting in a thread for players, of course that's gonna be a thing, haha.

Also while Im here...If I did decide to get into NON commander, what is the general opinion on the Deckbuilder's Toolkit boxes?  Theyve looked neat to me but I wonder if theyre actually crap or something so I wanted to ask here for opinions since if theyre ok I might start with that just to have a solid baseline to jump off from.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 01, 2016, 03:07:05 PM
While individual Commander decks can be very cheap (one player in our group has a hard line rule against playing any deck that cost more than $30 and he has several of the best decks in our metagame) the danger is the slippery slope of building a ton of decks. I had to set a limit of six decks for myself, but at times I've had ten or more going and the expenses can add up.

Buying a preconstructed Commander deck and modifying it is a great way to start though. And if you keep an eye out you can see them for sale at grocery stores for as low as $20 as part of weird clearance repackaged products.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Jq1790 on September 01, 2016, 03:22:11 PM
Ah, so it's just like when I was doing YuGiOh.  I used to see similar things and took advantage here and there woth the discounted stuff if I knew it had stuff I needed.  Cool to know Magic does the same at times.  Wonder if Target or Walmart also do that like with YGO...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 01, 2016, 03:55:20 PM
Target definitely does, and they have exclusive repacks. Although they tend to be bsd deals with just a few trash-tier theme decks and low-value promos. Meijer tends to get the good ones, like Commander decks with sll of the dice snd oversized cards stripped out plus a theme deck and some promos for $20. Couldn't tell you about Wal-Mart.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 01, 2016, 06:41:49 PM
The Deckbuilder Toolbox is... honestly, it's a bunch of bulk. Which is fine if you want to play casually, but if you want to play non-Commander in Constructed formats like Standard or Modern, they're a waste of money. It's almost always better to buy singles for building decks-- and in most cases, singles for the most part usually aren't going to cost more than $1 a piece. In fact, for a lot of decks in Standard, the money is focused in maybe 10-15 of the 75 cards.

That said, you can build pretty nifty budget decks for either format, too. There's a lot of solid budget decks to be built in Modern that are really no more than top-tier decks with some of the extremely expensive cards replaced for cheaper options. In fact, my  Affinity deck (aka super cheap robot synergy) probably doesn't cost more than $100 all told and I've come in 1st at Friday Night Magic with it. I'm personally a big fan of SaffronOlive's Budget Magic (https://www.mtggoldfish.com/series/budget-magic) series for ideas and decklists. He posts decks for both Modern and Standard, so you can choose whichever format you'd like. And the list is huge-- there's something for every kind of play style. That said, keep in mind that Standard is a rotating format and is going to rotate again at the end of the month, so a lot of the Standard decks you'll find will have cards that aren't Standard-legal anymore. Modern is an eternal format though, so any deck you find is fair game (unless there's something listed that has been banned since then, but Modern bans are not that common.)

Modern's the format I play the most because it's the format with the most room for deckbuilding and thus the most budget options. You'll get a more "fair" game out of Standard due to it being a more strict format, but your card pool is super limited in comparison.

If you were interested in Modern, though, I'll suggest these decks for you to look at:
8-Whack (https://www.mtggoldfish.com/articles/budget-magic-66-21-tix-modern-8-whack-goblins) - Super-hyper aggressive Goblin deck in which 90% of the non-budget version's cost is in 4 cards (4x Goblin Guide). The budget version is basically the exact same deck without them. Granted, you won't have the same early-game hits without them, but unless you're being really competitive I'd say you can find much cheaper options. This deck is explosively good and can put up a fight against the best of decks. I want to build it myself someday.

Black-White Tokens (https://www.mtggoldfish.com/articles/budget-magic-95-36-tix-modern-white-black-tokens) - This is kind of the equivalent of what Green-White Tokens is in Standard. Lots of tokens being dumped on the board, enchantments that boost them all. Of course, you can build the same concept with green cards instead of black, should you want some green pump spells instead.

Mono-blue Faeries (https://www.mtggoldfish.com/articles/budget-magic-98-18-tix-modern-mono-blue-faeries) - I make no secret of being a huge fan of Faeries in Magic. It's the perfect mix of aggressive play (note: all creatures in this deck are flying, so you'll often swing for unblockable damage) and control. I don't have the time right now to sit and explain all of the delightful mechanics, but watch the deck tech video for some more details. I love this deck and own it myself.

Tempered Steel Affinity (https://www.mtggoldfish.com/articles/budget-magic-84-6-tix-modern-uw-tempered-steel) - This is the Affinity deck I mentioned earlier that took me to 1st place before at FNM. I do like the deck a lot, but honestly I think 8-Whack is the better choice overall.

Turbo Fog Tutelage (https://www.mtggoldfish.com/articles/budget-magic-91-35-tix-modern-tutelage-turbo-fog) - This is a combo/mill deck. It's a pretty fun alternate win condition that's also a total troll deck for anyone who plays creatures to win. It doesn't do very well against decks that don't, however...

Zombie Hunt (https://www.mtggoldfish.com/articles/budget-magic-18-0-5-tix-modern-zombie-hunt) - The epitome of BUDGET. This is an combo-aggro deck that literally has 54 lands. Play Treasure Hunt to fill your hand, and play Zombie Infestation to discard all of those lands to replace them with an army of 2/2 zombies. It's a fun casual deck that is prone to MASSIVE blowouts. You will either win hard or lose hard. Mostly lose hard. But still, it's hilarious.

The next few are actual competitive decks that have expensive cards that can be replaced with less effective but still valid options.

Bogles (https://www.mtggoldfish.com/archetype/modern-bogles-21826#paper) - aka Aura Hexproof. This is essentially "Build a Monster: The Deck". Drop the expensive lands for cheaper ones and you've essentially cut the price of the deck in 1/3 of what it was. I wouldn't suggest cutting much else, though. But basically you play a small Hexproof creature and build it up with a bunch of strengthening enchantments. Since it's Hexproof, they can't kill it with targeted removal spells, and you're free to just stomp their faces in.

Soul Sisters (https://www.mtggoldfish.com/deck/461502#paper) - My personal pet deck and my main competitive deck. Drop the expensive lands (they are NOT vital). Still a little pricey for a budget deck, but it's delightful. Lots of lifegain and destructive power.

Stompy (https://www.mtggoldfish.com/archetype/modern-stompy-26679#paper) - The purest form of Green aggro. Cheap and competitive, you don't really need to drop anything.

Elves (https://www.mtggoldfish.com/archetype/modern-elves-27592#paper) - More fun Green aggro, but revolves more around strength in numbers than pump spells. Drop the expensive lands and it's pretty damned cheap after that.





Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 01, 2016, 07:02:00 PM
One of my roommates works at a comic book store and is a huge proponent of Deckbuilder's Toolkits. He's always convincing new players to buy those over theme decks. They're certainly not the most efficient possible use of resources, but if you want a variety of cards to experiment with there are definitely worse choices (like theme decks, which are usually pretty terrible).

Honestly for casual and new players I recommend the Commander decks even if you don't intend to play Commander. They contain TONS of rares, a huge variety of cards, and some really interesting effects. They do tend toward being slightly complicated, but shaving one of those down to a 60-card deck will give you much more bang for your buck than buying a theme deck and a few packs.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Jq1790 on September 01, 2016, 07:18:47 PM
Seems I'll have some looking to do if I do decide to go in on this stuff now that I have all this info here.  Thanks for the input you two!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 01, 2016, 08:17:54 PM
Intro packs are total garbage, yeah.

Give XMage a try! It's a free Magic Online simulator that lets you build and play any deck in any format with other people. Lots of people use it for playtesting before buying decks or taking them to tournaments.

Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Jq1790 on September 01, 2016, 11:32:32 PM
Any chance the MtG contingent here uses it too just for online playing?  I know a lot is likely lost in the move to digital but I figure maybe I can use someone here as a training partner if I decide to take the plunge sometime.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 02, 2016, 01:37:54 AM
I play it every so often. Poke me on Skype or something sometime.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on September 02, 2016, 04:33:53 AM
Bought two boxes of Love Live DX2. Opened up 2 Hanayo signed cards D:
Overall I got great value pulls from them though lol
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Moogs Parfait on September 02, 2016, 04:48:48 AM
I don't want to be a jerk about it, but preorders for our Touhou playmats end Sept 5th and I thought some people here might be interested.  Commander Cool already ordered a bunch.


http://danmaku.mysteryparfait.com/preorder-playmats
(http://danmaku.mysteryparfait.com/wp-content/uploads/Playmat-1024x768.jpg)
 (http://danmaku.mysteryparfait.com/preorder-playmats/)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on September 02, 2016, 04:56:02 AM
I don't want to be a jerk about it, but preorders for our Touhou playmats end Sept 5th and I thought some people here might be interested.  Commander Cool already ordered a bunch.


http://danmaku.mysteryparfait.com/preorder-playmats
(http://danmaku.mysteryparfait.com/wp-content/uploads/Playmat-1024x768.jpg)
 (http://danmaku.mysteryparfait.com/preorder-playmats/)


Dang, these are pretty good
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 02, 2016, 04:37:05 PM
I don't want to be a jerk about it, but preorders for our Touhou playmats end Sept 5th and I thought some people here might be interested.  Commander Cool already ordered a bunch.
I definitely was interested in them but then I saw the "shipping outside of US" fee and unfortunately had to decline
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Moogs Parfait on September 02, 2016, 05:21:15 PM
Unfortunately I keep making heavy things
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 02, 2016, 05:59:26 PM
Unfortunately I keep making heavy things
Fair. If I had the $40 or so CDN to spare I WOULD do it but my life has been very expensive right now
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 03, 2016, 12:29:49 AM
Oh my fucking god, Kaladesh looks delightful.

I wanna make a Vehicle deck and run everyone over. >:D
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 05, 2016, 11:19:45 PM
Oh my fucking god, Kaladesh looks delightful.

I wanna make a Vehicle deck and run everyone over. >:D
If the fandom has not made at least one Utena joke by the end of this block someone needs to take away their permission to do anime references during Amonkhet

Meanwhile, I have put together a new Commander deck (http://tappedout.net/mtg-decks/armies-of-humanity/) I've been meaning to do for a while with a lot of the GW stuff I've had sitting around
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 06, 2016, 12:21:11 AM
If the fandom has not made at least one Utena joke by the end of this block someone needs to take away their permission to do anime references during Amonkhet

Oh shit, I'll admit to the obvious Utena references having completely slipped my mind. That makes building the vehicle deck even more appealing...

Meanwhile, I have put together a new Commander deck (http://tappedout.net/mtg-decks/armies-of-humanity/) I've been meaning to do for a while with a lot of the GW stuff I've had sitting around

We actually had a guy in our group make a Sigarda deck that he unveiled just a couple of days ago. That deck didn't really tap her full potential, and I don't know that this one fully does either. There are a lot of very weak includes in here. Pretty much any vanilla in Commander is horrible no matter how on-theme it is, especially vanilla 1 and 2-drops. Doubly so in colors with slightly less-than-optimal draw power where a topdecked Elite Vanguard is a huge blow.

Maybe consider gradually cutting all of the vanillas, other creatures with small effects, and many of the auras for cards with slightly more Commander-relevant effects. Westvale Cult Leader, Increasing Devotion, Obelisk of Urd, Shamanic Revelation, and plenty of other cards are relatively cheap but will pack a lot more punch and you'll probably be much happier to draw them.

You're also extremely light on creature outside of a few Pacifisms, so even simple cards like Day of Judgment, Reprisal, and Divine Verdict will probably pull more than their weight.

Finally, you're missing a few of the inexpensive cards that I consider to be absolutely iron clad Commander stables including Cultivate, Kodama's Reach, and Temple of the False God. Find room for those if at all possible since they're nearly never not needed.

Edit: Actually I've never played a Commander deck with a curve that low, but 32 land would normally be considered brutally low. It might work since you've got a lot of cheap stuff, but that's not necessarily a good thing in Commander. Maybe consider cutting a lot of the small creatures for land (at least up to 36-37) and consider playing some of the mana-intensive card draw available in your colors like Tower of Fortunes, Loreseeker's Stone, Sandstone Oracle, and Mind's Eye. Finally, Mentor of the Meek is one of the best Humans in Commander so it might be worth hunting one of those down.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 06, 2016, 12:42:04 AM
Mentor of the Meek is definitely on the "include" list, as well as of other value humans from the original Innistrad block such as Champion of the Parish. I can probably cut some of the vanilla creatures for some of the Outlast stuff from Khans. In addition to lands there's a few mana rocks I can throw in like Hedron Archive or Corrupted Grafstone.

Also should probably get a few anthem enchantments in here somewhere
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 06, 2016, 12:52:44 AM
Hedron Archive is amazing value, and Dreamstone Hedron is often worth it as well. More anthems are probably smart, although anthems with non-card-advantage-generating single creatures are not the best combo ever, but your commander can shit out tokens so they'll rarely not be worth it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 06, 2016, 02:16:26 AM
If the fandom has not made at least one Utena joke by the end of this block someone needs to take away their permission to do anime references during Amonkhet

Man, they're already making Yu-gi-oh references as it is. And it's going to last a very long time.

edit: holy shit new Chandra IS FUCKING BROKEN AS HELL OH MY GOD WIZARDS WHAT ARE YOU EVEN THINKING

Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 06, 2016, 05:36:14 AM
holy shit new Chandra IS FUCKING BROKEN AS HELL OH MY GOD WIZARDS WHAT ARE YOU EVEN THINKING
I kind of want to guess it was "we haven't made a design mistake as profound as Jace the Mind Sculptor in a few years" but Torch of Defiance can't lock an opponent like JtMS can so maybe it'll work out?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 06, 2016, 11:49:47 AM
Meanwhile I'm looking at Metallurgic Summonings in Commander and wondering why it's so fucking good. That is monstrous value.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 06, 2016, 03:56:40 PM
Wait, why are there multiple cards for the same planeswalker in the same set now? And why are the extra ones numbered past the normal set numbers? And why are they so terrible? That Nissa is probably the worst planeswalker ever printed.

Actually these are probably for those new planeswalker-based theme decks, aren't they?

God I am so fucking tired of planeswalkers. Can we get over the obsession with them please?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 06, 2016, 04:46:02 PM
Wait, why are there multiple cards for the same planeswalker in the same set now? And why are the extra ones numbered past the normal set numbers? And why are they so terrible? That Nissa is probably the worst planeswalker ever printed.

Actually these are probably for those new planeswalker-based theme decks, aren't they?

God I am so fucking tired of planeswalkers. Can we get over the obsession with them please?
They are for the Planeswalker decks, and they are deliberately meant to be underpowered. They're meant to be non-competitive so established players don't need to buy them, but splashy enough to be exciting for new players.

Also, I don't think they're going away any time soon, given they're a major pillar of the lore at this point (although I think they got a bit of overfocus with the Oaths cycle and Call/Deploy the Gatewatch)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 06, 2016, 08:13:48 PM
Yeah, I think they need to focus more on new planeswalkers if they're going to keep making them. Saheeli Rai is a step in the right direction, she's super neat.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: hyorinryu on September 07, 2016, 03:31:42 AM
More Tibalt pls. Don't even need a reason.

Can't be bother to buy cards right now :(
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 09, 2016, 01:24:23 AM
with Consul of Allocation I really want to try my hand at building a black-white lifedrain deck in Standard. There's that 1-mana lifelink vampire, Kalastria Healer, Lone Rider, Shambling Vent, Sorin... I think there's a lot to work with here.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 09, 2016, 03:01:24 AM
That card sounds like a blast to play in a Death and Taxes shell. Not only do they have to pay extra to pay noncreature spells, but they also need to pay life and you gain life in return. Beautiful.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 12, 2016, 03:40:13 PM
Hooooly shit, Kaladesh's basic land are gorgeous. I think I'm going to have to try to get my hands on 20 of each art to pad out Commander decks forever as Ravnica basic land gets harder and harder to come by. Now if they  an just pull off attractive Mountains, something Magic very rarely does, I'll be super happy.

Edit: Okay yeah, they did it. Jeeeesus those Forests...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 12, 2016, 07:29:28 PM
Those "Masterpiece Inventions", though. I swear, if they reprint Aether Vial after I spent all this time collecting my playset...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 12, 2016, 07:30:46 PM
Oh are those Expedition-type things? How nuch did Expeditions effect the value of things they reprinted?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 12, 2016, 07:32:31 PM
If I recall, not much, since they were so rare. I just mean I'm going to be kinda salty if Aether Vial gets a reprint with super elegant art like the rest of these because I'll want it so bad ;;
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 12, 2016, 10:15:19 PM
My concern about Inventions/the Masterpiece series is that it means that staples for older formats are going to be stuck as chase rares rather than being reprinted in any meaningful quantities

On the other hand, they made some sweet picks of what artifacts to reprint. Commander players and Modern affinity players are gonna have a field day
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 12, 2016, 10:59:38 PM
Aether Vial's getting a reprint. And it's GORGEOUS.

fuk

EDIT: HOLY SHIT. Swords, Mox Opal, Crucible of Worlds, Steel Overseer, Painter's Servant, Lotus Petal, and so on. A fucking shame that they're chase rares and won't make prices drop at all.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 12, 2016, 11:12:38 PM
Honestly I kind of think most of those are really ugly. They're super garish. Of all of them I think I only really like a handful, and even then the border is a bit much.

I'm very pro-this kind of thing though as chases go. Cosmetic chases are great in my book. As a Heroclix player where chases have always been viable in the metagame and are increasingly becoming more and more so, this kind of shit is super appealing even if I seriously doubt I could ever be bothered to keep one over cashing it out for more cheaper cards and I kind of think they're ugly. Depending on how the value settles I could maybe see myself hanging onto some of the Commander staples (Mind's Eye, Lightning Greaves, Solemn Simulacrum) and the sheer ostentatiousness of the new swords is kind of amazing, but mostly I'd be happy to trade them off. And that's fine by me.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 12, 2016, 11:15:03 PM
On the contrary, I love the blingy glitziness of all the Masterpiece artifacts. It fits Kaladesh's flavor so well. I just wish they were reprinted to be, you know, actually accessible to players, not be some kinda trophy card that costs more than a piece of cardboard should ever fucking cost.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 12, 2016, 11:22:19 PM
I'm certainly not saying all that visual noise isn't fitting for the setting. It totally is, and that's neat. I just don't want it in my deck.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 15, 2016, 04:15:08 PM
Fumigate looks like a fun wrath effect. Gaining life for every creature that blows up looks good on its own and absolutely ludicrous in Commander
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 15, 2016, 04:30:22 PM
Meh. There are a lot more relevant added effects to a white wipe in Commander (Phyrexian Rebirth, Martial Coup, Hallowed Burial, Austere Command, maybe even End Hostilities) to the point where I can't see Fumigate making the cut very often. It is a token hoser and those are invaluable, and white doesn't have too many of them, but it's not a proactive one so I don't know that I would want to run it very often.

It might have a niche in life-hungry decks, but those tend to be black/white and therefore have access to other token hosers like Massacre Wurm. Gaining 10-20+ life while stabilizing the board with a Necropotence in play is cool, but I would still rather have a 10-20+ power creature from Phyrexian Rebirth. But I guess there's probably room for both in that case.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 20, 2016, 12:17:30 PM
Hey Matsuri, are you still looking at Modern Soul Sisters builds? I seem to remember that being a thing before. Have you seen this one?

https://www.mtggoldfish.com/articles/budget-magic-94-15-tix-modern-stake-sisters

Seems like a really cool variant (the non-budget one in particular is very potent) that I had never heard of before.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 20, 2016, 02:00:37 PM
Aye, I saw that. I've been collecting pieces for Norin Sisters for a while now-- all I really need is the lands and I'm all set with it, really. And since Kaladesh is bringing out those lovely red-white fastlands, I can do without spending $60 on the shocklands instead.

Honestly, I want to give it a go. Much as I love Soul Sisters, the monowhite build is losing favor with me, and I don't really know why. I love the deck, to be sure, but I just can't get the value out of it that other players do. Maybe I'm just not very good at it? I dunno. Maybe a more aggressive, overwhelming build like this would do it good.

Right now I'm playing Death and Taxes in a white/blue shell so I can run Spell Queller and Reflector Mage. I'm not super crazy about it, though, because it's super soft to control decks. The black/white/colorless Eldrazi version is much less so, so I'll be making that soon, instead.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 23, 2016, 08:07:57 AM
Prerelease today! Who else is braving the midnight with me?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 23, 2016, 09:13:01 AM
No... I have obligations on Saturday mornings that would make midnight events  a bad idea, plus I don't really lije the local stores that run them. And I don't want to. :colbert:

My usual store isn't doing an event because the manager just didn't bother to order the kit, so I'm probably going to try a place I've never been before, and on Saturday instead of Sunday. I'd be lying if I said an interest in showing off my new Danmaku!! playmats wasn't a decent motivating factor in my decision to go.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 23, 2016, 04:20:42 PM
Prerelease today! Who else is braving the midnight with me?
I'm recovering from a cold, so any prerelease this weekend is probably out of the question for me. Also, the one store that does prereleases that fit with my work schedule got rid of any of the staff I could really put up with on a regular basis
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 23, 2016, 05:40:49 PM
There do seem to be some pretty.... unbearable personalities in the Magic community. I'm happy that while my main LGS has its insufferable bastards, the shopkeep is a well-to-do kind person.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 23, 2016, 07:49:00 PM
There do seem to be some pretty.... unbearable personalities in the Magic community. I'm happy that while my main LGS has its insufferable bastards, the shopkeep is a well-to-do kind person.
The main LGS I frequent is good but their prereleases run from noon onward which conflicts with my weekend shifts, there's one that starts a few hours earlier so if I wanted I can barely squeeze it in but their TO is kind of loud and brash and the store in general attracts some people whose type I generally can't stand
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 24, 2016, 10:16:32 AM
Back from prerelease after FNM for a total of 11 hours spent at the LGS. Dead tired.

FNM went well, I came in 2nd and got an Emrakul in one of my victory packs.

Prerelease was... well, I got Dovin Baan and a foil green/black fast land? My draft options were pretty terrible. Went 3-2 for 20th place. Two people pulled fucking MANA CRYPTS.  I faced one of them. The guy was pretty fucking insufferable and I'm glad he isn't a regular. Actually, a lot of the non-regulars were pretty unbearable. Very rude or argumentative over rules. Had to call the judge multiple times over obvious shit.

I'm so exhausted. My last round (with the insufferable Mana Crypt guy) went on for 30 goddamn minutes as I slowly stalled him out while explaining why his misplays were illegal (I'm sorry, you cannot declare your full attack at me ("I'm swinging 8!" "Ugh... yeah, I'll take it.") and then say "Your planeswalker dies" after damage has resolved and you never declared an attack at him. Do not get fucking pissy at me at 5 in the fucking morning when I explain how you cannot do that. It's your own damn fault and your own damn misplay and hell fucking no I won't let you rollback to try again, especially after I already let you do that earlier in the game.)

(And no, I'm not going to accept a draw just because you want to end the game, especially because I'm going to finish you off next turn. Yes, I'm tired too. I don't care if you "have only had 4 hours of sleep for the past 2 days". That's your fault too. Suck it up or forfeit.)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 24, 2016, 12:07:36 PM
I think my least favorite flavor of tabletop gamer, of all of the crappy terrible flavors, is "Constantly bring up the fact that I didn't get much sleep last night to justify how badly I'm playing and/or how frequently I'm attempting to cheat" guy. 

Now that I think about it, I have never had a positive experience at a midnight prerelease.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 24, 2016, 04:16:22 PM
I won't lie-- sometimes I'm that person. Hell, that even happened at FNM tonight. I mulliganed at the start of a round and accidentally drew 7 again. My opponent saw and all I said was "ah, sorry. Kinda spaced out there for a second. My mistake." He simply let me re-mulligan.

The difference here is that I didn't try to start a fight over my own damned mistake. Magic is, at its core, a complex game of rules. It's only natural to do a misplay now and again-- everyone does it and I typically give everyone one strike if they do likewise for me, as long as the strike isn't extremely obvious cheating.

I dunno how I feel about midnight prereleases, now that this is my third one. The LGS is hot and crowded with tons of unfamiliar people, many of whom are very socially inept or downright rude... at midnight and beyond, no less. You have to construct a deck with limited resources and if you don't get anything fairly synergistic, you don't stand a chance against people who drew nothing but solid gold. I actually completely reconstructed my deck from white/red to white/blue between Match 1 and Match 2 because the deck simply did not perform. And you KNOW that's desperation at work, because blue in Kaladesh is AWFUL. But I basically had to make the deck run around Dovin Baan, because once he's down, you can grind the game to a halt and slowly control it. The only reason I went 3-2 is because I played against a lot of tired, inexperienced players who made lots of misplays and I exploited those more with my own bluffs than with the quality of my cards. Otherwise, my deck was hot garbage and did not deserve to win anything. Compound that with how tired I am right now and how honestly irritated I am with the people I had to deal with and I have to wonder if it's worth it. I love getting prerelease packs and getting the fancy-shmancy promos and testing my MtG skills in Limited, but it still boils so much down to luck when I'm much more adjusted to Constructed, where decks are meant to run like clockwork. (So while I'm annoyed, I'm proud of myself for having a positive win ratio.) But I can't say I enjoy the rest of it-- the packed store, the rude players, the late-night grind... honestly, unless Aether Revolt is *amazing* I'll probably just pop in at midnight, grab my pack, and go home.

However, my tip for anyone playing prerelease draft: If you have good green cards, RUN THEM. Green is absolutely busted in Kaladesh Limited and probably Constructed too. The guy who won that night is an acquaintance of mine and his deck was Green with splashes of red and blue and he went completely undefeated. My green set was sadly terrible, while my White was fairly good and my red and blue were passable. Black is pretty bad in Kaladesh, possibly as bad as Blue.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 24, 2016, 04:51:47 PM
As far as I know I'm still going to an event tonight, so good to know. I'll keep that in mind. I definitely looked at the spoiler but I didn't really evaluate it in terms of limited, just Commander
So I'm sure I missed plenty
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 24, 2016, 05:06:51 PM
As much as I love the elegance of Kaladesh's artifacts, whoever designed the prerelease box and the cute little Thopter papercraft inside needs to be fired for how needlessly hyper-complicated they made such simple things. The box is awkward and hard to open, and the thopter is so EXTREMELY FRAGILE that I just spent about 40 minutes trying to build it, only for it to collapse. Thankfully, there's a little box inside the box for storage of the pieces to keep you from throwing the dumb thing across the room.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 25, 2016, 05:17:55 AM
Just got back from my event. Pulled Nissa, played white/green, placed first. Got to kill multiple people with trains. Didn't pull anything much of note from my prize packs.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 25, 2016, 05:50:28 AM
Told you green was busted. Nice job. :P
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 25, 2016, 03:55:13 PM
I played a one-on-one Commander game with a guy before the event yesterday who had a deck that was built entirely around cheating original Emrakul into play with Polymorph kinds of effects, and I NEARLY beat him (he was at three life, and I let him rewind a play or I would have won) before we scooped to start the event, but I was probably going to lose at that point. It just dawned on me... Emrakul, The Aeons Torn is fucking banned in Commander! :wat:
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 25, 2016, 05:02:45 PM
I played a one-on-one Commander game with a guy before the event yesterday who had a deck that was built entirely around cheating original Emrakul into play with Polymorph kinds of effects, and I NEARLY beat him (he was at three life, and I let him rewind a play or I would have won) before we scooped to start the event, but I was probably going to lose at that point. It just dawned on me... Emrakul, The Aeons Torn is fucking banned in Commander! :wat:
Is this sort of thing a common occurrence in your local Commander group? I played against a guy with a RIDICULOUSLY expensive deck a couple weeks ago and my mind either broke from being destroyed so viciously or he had at least one mox in there (he definitely had a Time Twister)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 25, 2016, 05:37:50 PM
Hard to say. My personal Commander group is five other people that I hand-picked and hand-crafted to be into the format on more or less the same level I am, so for the most part with them there's none of that kind of shit. Last time I played with a local group I wasn't familiar with, definitely. It was just all Stax and five-color superfriends and turn-three infinite combos. I got aggressively invited by a guy I work with to play with his group on Friday and he claims they're not that competitive, but everybody says that and they're often lying. I'll be checking it out and bringing at least a couple of my people with me this week.

He also insisted I built a Tiny Leaders deck with cards I happened to have laying around, so I reworked my old dismantled Alesha, Who Smiles At Death deck into one of those. Kind of curious to see how that works.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on September 26, 2016, 04:50:47 AM
They've spoiled one Love Live Sunshine card and it's so insanely good and I'm so excited is it late November yet. Also Persona 5 is getting released for Weiss on December 16th, so beware of spoilers if you follow the game
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 26, 2016, 08:03:33 AM
Oh yes/noooo! I really hope Persona 5 gets localized in a timely fashion because I do really want it, but not too fast because I definitely don't want spoilers.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 26, 2016, 01:22:50 PM
As far as I know, P5 is coming out in English in February.

Meanwhile, on the MtG front: I'm really digging some of these Kaladesh budget deck ideas for Standard (https://www.mtggoldfish.com/articles/brewing-kaladesh-ii-madcap-reservoir-car-zoo-and-budget-options-for-week-one). Kaladesh has next to nothing to offer for my Spirits deck, so I may just leave it retired to Modern, since I'm switching my Death and Taxes deck from UW to BW once my Eldrazi Temples come in-- thus leaving my Modernized Spirits deck in place. So I think I may be running that "Car Zoo" deck because it seems... actually pretty fantastic? Though I think I'd use some Reckless Bushwhackers or something to pump everyone up.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 26, 2016, 01:32:49 PM
As far as I know, P5 is coming out in English in February.

Oh yeah it is, sorry, I meant the cards. Although yeah, the odds of a Weiss Schwarz set being released just a few months apart in Japanese and English are pretty much zero I suppose.


Meanwhile, on the MtG front: I'm really digging some of these Kaladesh budget deck ideas for Standard (https://www.mtggoldfish.com/articles/brewing-kaladesh-ii-madcap-reservoir-car-zoo-and-budget-options-for-week-one). Kaladesh has next to nothing to offer for my Spirits deck, so I may just leave it retired to Modern, since I'm switching my Death and Taxes deck from UW to BW once my Eldrazi Temples come in-- thus leaving my Modernized Spirits deck in place. So I think I may be running that "Car Zoo" deck because it seems... actually pretty fantastic? Though I think I'd use some Reckless Bushwhackers or something to pump everyone up.

I was also admiring that deck. The judge at the place I played Saturday is also one of my coworker, and he's been trying to get me to play there forever. His latest offer is that he'll build me whatever deck I want to use at events, so I'm strongly considering having him make me a tweaked version of that. And if I like it and the people at his store enough I may build it myself.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 26, 2016, 01:37:59 PM
So I think I may be running that "Car Zoo" deck because it seems... actually pretty fantastic? Though I think I'd use some Reckless Bushwhackers or something to pump everyone up.
My ideas for building RW was more in the vein of using the 0-mana equipment like Bone Saw or Cathar's Shield with stuff like Weapons Trainer and Reckless Bushwhacker to get a bunch of big stuff fast
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 26, 2016, 02:03:05 PM
That sounds cool too, but I think I'm more on the Vehicle bandwagon because Smuggler's Copter and Fleetwheel Cruiser are just completely nuts-- even more so with Veteran Motorist and Depala.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 26, 2016, 02:24:05 PM
Man, nobody's going to be able to stop me from junking up that deck with copies of Aradara Express and Start Your Engines. There's your Bushwhacker effect right there.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 26, 2016, 02:58:52 PM
Oooh, I forgot about Start Your Engines. Even better than the Bushwhacker!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on October 01, 2016, 05:34:05 AM
Finally got to play with Kaladesh after missing prerelease.

Drafted R/W with some vehicles, wound up not getting there with it due to facing an intense control matchup but I had fun seeing how all the parts fit together. Looking forward to more in coming weeks.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on October 10, 2016, 06:52:36 AM
Help I won my Weiss Regional (http://www.heartofthecards.com/ws/wgp2016/results/tzero.html) and now I have to fly to New York in a month for Nationals
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on October 10, 2016, 07:13:53 AM
Oh wow, congratulations! How was that? I wish it was enough of a game for us to have something like that locally but nobody closer than Detroit plays it. How many people were at your regional? Do you know how many to expect for nationals?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on October 10, 2016, 07:26:41 AM
Oh wow, congratulations! How was that? I wish it was enough of a game for us to have something like that locally but nobody closer than Detroit plays it. How many people were at your regional? Do you know how many to expect for nationals?

A lot of people didn't care and screwed around, it was fun though. We had 12 people all local. Nationals is 94+ invites so it'll be around 100 if everybody shows up
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on October 24, 2016, 07:34:10 PM
New Commander stuff is being spoiled. Thoughts?

I'm intrigued, if not only because I finally started building an EDH deck (commander: Sydri, Galvanic Genius) myself. It puts all of my favorite colors and artifacts to work, and has pretty Terese Nielsen art as well :*
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on October 24, 2016, 07:51:48 PM
I tentatively hate the Partner mechanic. The things with it are almost all good enough to be playable commanders on their own, which just makes them way better than other options given that you also get the MASSIVE bonus of getting a second commander. Although depending on how it works (do the commanders count their death tax individually or together?) it may not be TOO bad.

Those landcycling cards are amazing though.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on October 26, 2016, 03:58:19 PM
Okay, so after the first few Partner cards were pretty great the rest of them are definitely not Commander material solo so far, so that does make me feel better about the mechanic.

-Cruel Entertainment is hilarious but shitty. Could have reeeeally used a "and can't attack or target you during that turn" clause because as-is people are just going to gang up on you for fucking with them.

-Crystalline Crawler is definitely interesting. Not sure if it's worth it in a two-color deck based on tokens, but it might be. I stopped playing Gemstone Array in Vorel but this is kind of better for the same mana.

-Selfless Squire seems great. Not really even close to as good as Moment's Peace or Arachnogenesis, but in a deck that needs a ton of fogs or doesn't have access to green it's pretty solid.

-Deepglow Skate is really good, but it's disgustingly good in Superfriends decks. Which are already among the trashiest of Commander decks. Lovely.

-Parting Thoughts is a strong contender for spot removal slots in black decks, but I really wish it could kill planeswalkers too.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on October 26, 2016, 05:09:40 PM
I like the idea of Partner mainly because of the mix-and-match potential for using them to make two-color or wedge/shard decks. Someone in the community suggested a game type where you make a partial deck with each partner commander and their color spells, with some room to add mana sources after two partial decks are combined.

-Atraxa is my personal favorite of the new four-color commanders, mainly for the idea of being able to run Ghave, Mazirek, and Ezuri in the same deck. On the other hand, that kind of ability seems oppressive with things like Superfriends decks/Infect
-Reyhan's ability seems pretty fun. I wonder if it stacks with Modular and/or Servant of the Scale
-am I the only one who's excited for a Bruse Tarl card
-I never expected to see a new card with Converge so soon
-and for the love of can we get consistent names for the four-color groups now
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on October 26, 2016, 06:19:53 PM
Unsurprisingly, I'm squarely in Breya's field myself. Give me all the artifact interactions. (And her deck will supposedly be getting a reprint of Hanna, Ship's Navigator (with Nielsen art!) and the new Faerie Artisans too, both of which would be fantastic to have).
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on October 26, 2016, 06:27:14 PM
I don't really especially love any of the commanders previewed so far. But that's okay, I have enough decks as it is and I still need to make vehicle and mummy decks upcoming. Plenty of other good miscellaneous support stuff though. Not sure if I'll buy any decks yet, but I'll definitely be dropping $20-30 on singles as always.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on October 27, 2016, 06:43:38 PM
-Boompile is scummy as hell. It's either unplayably bad or you're making it indestructible and ruining the game. Although if you do play it fair and win the flip at a crucial moment that's gotta be pretty gratifying.

-Armory Automaton seems interesting. Obviously fucks with your own ability to protect your guys, but you can plan around that by at least re-equipping post-combat. Not sure what kind of deck wants to make room for it though.

-Grip of Phyresis is really good. You'll pretty much always have a target and it's not an aura so it can't be knocked off. Basically more copies of Lightning Greaves is good.

-Seeds of Renewal is pretty horrible. I was a fan of Restock myself, but this stacks up very poorly against Wildest Dreams. Depends a bit on your group I guess and whether your deck cares about spell CMC.

-Magus Of The Will is... Yeah, probably not very reliable, but maybe with recursion helping get him back until he goes off he might be worth it? Definitely fun to read and great art.

-Curse Of Vengeance sucks but is hilarious.

-Treacherous Terrain is amazing. All of the landcycling cards are near-staple tier so far. But the green ones are the best and they're competing with other green mana fixing to some degree. Hmm...

 
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on October 27, 2016, 08:59:09 PM
Dunno if I'll be buying one of the decks or not, but I'm certainly grabbing a single of Hanna. What a great card.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on October 28, 2016, 12:22:57 AM
It only just occurred to me that Kynaios and Tiro of Meletis (http://mythicspoiler.com/c16/cards/kynaiosandtiroofmeletis.html) are a gay couple, and not only that, they're the star of their particular deck. That's pretty cool.

edit: rofl (http://imgur.com/ViOxRbQ)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on October 28, 2016, 03:17:13 AM
It only just occurred to me that Kynaios and Tiro of Meletis (http://mythicspoiler.com/c16/cards/kynaiosandtiroofmeletis.html) are a gay couple, and not only that, they're the star of their particular deck. That's pretty cool.

edit: rofl (http://imgur.com/ViOxRbQ)

Oh shit, I didn't connect the dots (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398553) as to who they were. That's cool!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on October 28, 2016, 03:26:23 PM
So the full lists (https://www.mtggoldfish.com/articles/commander-2016-decklists) are up. Highlights include Kalonian Hydra, Lightning Greaves, and Chromatic Lantern reprints, although I don't really see a reason to buy a deck just for singles. Those reprints should drive prices on some nice staples down though, so that's good news regardless.

And of course there are a few unrevealed new cards that could change everything. Most notably a card called Ash Barrens that's in every deck, which is presumably some kind of mana-fixing land.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on October 28, 2016, 03:34:05 PM
I'm probably going to get Breya's deck just because it has SO MANY of the singles I need-- especially the expensive ones in the deck. I may as well just buy the deck and get all the extra stuff since the singles I'd buy anyway would cost roughly the same. And this way, I get extra cards for my trade binder that I already have like Baleful Strix and so on (which I uh, just bought a couple days ago for the sake of building my Sydri deck. Oops.) And it will likely once again come with oversize foil cards, which is a nice novelty. Once I get Breya's deck, all I really need for Sydri is more expensive cards like Mycosynth Lattice, Karn, Silver Golem, and Sword of the Meek-- the rest is fairly cheap.

Also, this is Ash Barrens: http://mythicspoiler.com/c16/cards/ashbarrens.html

Tap for colorless, Basic Landcycling 1

So yeah, a mana-fixing land.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on October 28, 2016, 03:55:08 PM
nnnnnnnngh all those reprints

seeing stuff like Mentor of the Meek, Nath, and Jor Kadeen getting new printings makes it really tempting to try and pick up all of the decks at some point
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on October 28, 2016, 04:42:31 PM
I'm probably going to get Breya's deck just because it has SO MANY of the singles I need-- especially the expensive ones in the deck. I may as well just buy the deck and get all the extra stuff since the singles I'd buy anyway would cost roughly the same. And this way, I get extra cards for my trade binder that I already have like Baleful Strix and so on (which I uh, just bought a couple days ago for the sake of building my Sydri deck. Oops.) And it will likely once again come with oversize foil cards, which is a nice novelty. Once I get Breya's deck, all I really need for Sydri is more expensive cards like Mycosynth Lattice, Karn, Silver Golem, and Sword of the Meek-- the rest is fairly cheap.

Yeah it's definitely worth picking one up if you like the theme. But there's no obvious "this is the super high-value one that's worth snatching up copies of for the extra Wurmcoil Engines" like two years ago.

Also, this is Ash Barrens: http://mythicspoiler.com/c16/cards/ashbarrens.html

Tap for colorless, Basic Landcycling 1

So yeah, a mana-fixing land.

Huh. I have no idea how to evaluate that. Just have to try it out I guess. I'm inclined to think it's much, much worse than Myriad Landscapes, but there are times being quicker definitely matters.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on October 28, 2016, 05:55:41 PM
It's basically Different Evolving Wilds-- you're just paying the cost up-front and right away instead of having the mana come in tapped.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on October 28, 2016, 06:19:43 PM
I also don't really know how to evaluate Evolving Wilds relative to Myriad Landscapes at this point. I think I would play like 6-8 Myriad Landscapes-es in most Commander decks if I could, but I can't so it'll be hard to figure out.

Edit: Oooh, the remaining unrevealed cards are up.

-Entrapment Maneuver seems okay, but I probably wouldn't play it over Wing Shards. Even in a token deck it seems a bit unreliable. Maybe in a soldier tribal deck.

-Curtain's Call being an instant makes it okay. Spot removal slots tend to be tight but I think this is a strong contender over like, Go For The Throat. Definitely beats Rend Flesh which does see some play.

-Frenzied Fugue is a much better Threaten for one more mana, but most decks that play Threaten tend to do so because they want to sacrifice opposing creatures anyway so it's a little self-defeating IMO.

-Benefactor's Draught is interesting as hell. Mono-green definitely plays that as a draw option, but I'm not sure if anything else does. I could legit see running that in any deck with green, even if it also has blue, because the potential for amazing amounts of draw is so good, but like a lot of green draw it's very situational so it might be much worse than it looks. Obviously great if for some reason you're running a lot of Lure effects (is there a Lure commander?).

-Evolutionary Escalation has great art but seems crappy. Fun if you like goofy political stuff, but not terribly efficient.

-How good Ancient Excavation is probably hinges on how much you care about the graveyard to some degree, but it clearly goes in a lot of decks that need mana fixing so it's probably going to see a ton of play.

-Migratory Route might be the worst of the new landcycling cards but the art is gorgeous (too bad there's no way to get a foil at the moment* and again it fills a niche in non-green decks that are just very hard-up for mana fixing.

So overall nothing in the remaining spoilers seems like it'll make a huge different in which decks are most popular, but it's all decent to good stuff that at least has a small niche.

*Does anyone remember how VS System did foils in fixed-rarity products? They would just randomly foil a handfull of cards in each deck (two I think?) so every card in the game did exist in foil, at least after the point where they started doing that, and you could get a really nice surprise if your precon deck happened to have a foil of a very popular exclusive card.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on October 28, 2016, 08:59:13 PM
pls giv foil sydri
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 13, 2016, 02:11:45 AM
Wasn't going to buy one of these, but ended up trading in a handful of cards and miniatures for the Kynaios and Tiro deck. Decided to sidegrade my Derevi deck because I don't have many decks with red in them and Derevi seems to kind of be a generic common commander at this point.

I was honestly swayed to purchase in significant part due to the beautiful foil commanders... And I won't say Kynaios and Tiro's flavor text didn't hit me right in the post-election anxiety feels just a bit...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on November 13, 2016, 02:26:03 AM
An excellent choice.

I bought the Breya deck, myself. Once I get a few more core combo pieces for my Sydri deck like Mycosynth Lattice and Karn, Silver Golem, my Artifact Taxes EDH deck should be nearing completion. I'm excited!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 14, 2016, 02:43:42 PM
I hear there's been a Pokemon TCG free play night at my main game store that's been doing well (6-8 people with more showing interest). I was at a grocery store that had a good sale on those new legendary bird theme decks so I picked two of the Articuno one up.

I don't think they have quiiiite enough stuff to make a fringe-playable deck with two copies of the same theme deck, but it's fairly close. Hopefully two bucks worth of singles will get me there.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on November 14, 2016, 07:08:08 PM
Went out 2-2 at Weiss Nationals but my buddy got into the top 16
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: yuyukos on November 15, 2016, 03:32:52 AM
Went out 2-2 at Weiss Nationals but my buddy got into the top 16
wat you went to Rochester this weekend
I definitely would've gone if I knew this was happening. About 10 locals went up but I passed this year.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on November 15, 2016, 04:39:37 AM
wat you went to Rochester this weekend
I definitely would've gone if I knew this was happening. About 10 locals went up but I passed this year.
Help I won my Weiss Regional (http://www.heartofthecards.com/ws/wgp2016/results/tzero.html) and now I have to fly to New York in a month for Nationals
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: yuyukos on November 15, 2016, 05:33:26 AM
Are you implying that people read everything that gets posted in this thread? ???
(because I sure don't)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on November 15, 2016, 07:15:32 AM
Neither do I :P
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on November 18, 2016, 03:21:57 AM
Wow the Final Fantasy TCG is fun as hell right now
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 22, 2016, 01:52:18 PM
So it turns out KxT (Kynaios and Tiro) commander is a fucking blast to play once you fix the deck. Out of the box it's a total mess with too much symmetrical group hug and basically no win conditions, but once you turn it into a real politics deck it becomes great (or at least great fun).

The benefits from. KxT are subtle enough that they feel like group hug to opponents, but totally aren't. They'll feel great about you because they're getting free stuff without necessarily realizing how nuch more you're getting. Just watch out for Treacherous Terrain. I got slammed by three of them across two games and it hurt.

So far I think the real sleeper all-star of the deck has been Sleep. Once everyone's loaded with tons of resources and KxT is safely protected by a Collective Restraint or whatever it basically becomes "2UU Sorcery: Destroy target player". Leaving the strongest player on the table completely open generally means they'll get dogpiled, and then you can either try to pit the remaining weaker players against each other or try to clean up.

I'm still not totally sure what kind of win conditions I want though. I want something powerful that doesn't just seem like an instant-win, because I know the more of those I'm packing the less people will trust me. So I'm not running Insurrection or Time Stretch or even Craterhoof Behemoth right now and am hoping less scary stuff like Molten Primordial will do the job. We'll see I guess.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on November 22, 2016, 03:59:32 PM
My LGS already sold out of the Atraxa deck for a variety of reasons. The money I was going to put to that instead wound up going to an original Innistrad draft happening tonight because the owner's been getting some stuff from suppliers.

I loved drafting during Shadows/Moon so this should be a wild ride
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on November 22, 2016, 07:24:43 PM
Ooh, an Innistrad draft. Some big prizes to net out of that one.


Atraxa is intriguing and I'm partially tempted to build a super budget deck with her that revolves solely around smacking the opponent with a poison counter and Proliferating them to death.


I'm still not totally sure what kind of win conditions I want though. I want something powerful that doesn't just seem like an instant-win, because I know the more of those I'm packing the less people will trust me. So I'm not running Insurrection or Time Stretch or even Craterhoof Behemoth right now and am hoping less scary stuff like Molten Primordial will do the job. We'll see I guess.

I have similar worries with my Sydri deck. There's a lot of really dirty tricks in the deck like:

Grand Architect + Pili-Pala = Infinite Mana
Sydri + Mycosynth Lattice = I can kill anyone's lands by turning them into 0/0s
Sydri + Mycosynth Lattice + Infinite Mana = Infinite Land Destruction
Mycosynth Lattice + Darksteel Forge + boardwipe = Destroy EVERYTHING but my stuff
Sydri + Caltrops = Anything that attacks me dies and I gain life for each attacker
Sword of the Meek + Thopter Foundry = TONS of thopters and lifegain
Sword of the Meek + Thopter Foundry + Infinite Mana = Unlimited Thopters and Lifegain
Thopter Assembly (or any other mass Thopter generator) + Time Sieve = Infinite extra turns
Academy Ruins = ALL THE RECURSION
Academy Ruins + Mindslaver (+ infinite mana) = Unlimited turn stealing
Sydri + Staff of Nin = Lethal pinger
Sydri + Salvaging Station + Seat of the Synod + Disciple of the Vault = ping everyone to death
Infinite Mana + Blue Sun's Zenith = completely empty someone's deck
Dovin Baan = Static Orb for everyone but me.

And that's just naming a few. I can still fight well too, especially with Cranial Plating or Loxodon Warhammer-- and I have Padeem and Leonin Abunas and Darksteel Forge to give all my artifacts Hexproof and Indestructible as well as Orbs of Warding and Witchbane Orb to give ME hexproof as well. With all of my lifegain and inability to be targeted, I feel I will have lots of staying power.

Oh, and there's a Tax element to the deck too. Norn's Annex, Ghostly Prison, Propaganda, Blind Obedience, Michiko Konda, Truth Seeker and more-- You wanna attack me? You're gonna have to pay the price.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 23, 2016, 01:13:14 AM
Atraxa is intriguing and I'm partially tempted to build a super budget deck with her that revolves solely around smacking the opponent with a poison counter and Proliferating them to death.

That might be really interesting. Probably much more so than the usual "duh duh Superfriends dur" fare. The problem I see with that is that Atraxa is so freakishly pushed that it's kind of hard to let one exist on the table. She can just run games by herself with out a ton of support so she tends to be a huge removal magnet. But I gotta admit I'm really intrigued by that idea. I wonder if there's enough small infect stuff and enough Proliferate to make it work.

I have similar worries with my Sydri deck. There's a lot of really dirty tricks in the deck like:

Yeah, good luck with that. Unless you have the most cutthroat group ever expect to have a HUGE target on your forehead all game every game. The second time the game just abruptly ends to a random infinite or slowly gets ground down by all of your stuff being indestructible and hexproof people are going to start ganging up on you. Not to say that you won't find groups where everyone is playing hardball to the extent that your deck will fit in, but many groups won't be getting that hardcore and it'll get you ganged up on.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on November 23, 2016, 04:47:34 AM
Well, the deck is held back by the fact that my tutors are very limited, and the combos are very easy to break if you don't let them go unchecked. Sydri is such a relevant piece of almost every combo that I wouldn't be surprised that she gets knocked out quickly and often. What is nice about the deck is that very few cards are threatening enough to cause alarm on their own, so people may prioritize things over them until it's too late. Keep in mind that most of those combos aren't possible unless I get both Grand Architect and Pili-Pala on the board-- and that is the easiest combo to break because Padeem/Leonin Abunas and Darksteel Forge don't protect Grand Architect, as he isn't an artifact creature. That is, as long as I don't turn him into an artifact.

Mycosynth Lattice is one of the most horrifying cards to land on the board. If I can get it to resolve and stay on the board, my chances of winning skyrocket. So that's probably a really dangerous piece too.


But that's kind of my curse in Magic: I do enjoy playing quite a bit, but my competitive nature turns me into a cutthroat monster who doesn't pull punches. (I blame my introduction to Magic being Modern for this, because it took me from "oh hey this game's kind of neat" to "okay you know what? if you're gonna grind my face into the table, I'm gonna do it right back" in a few months flat). Maybe I need to build an extra deck that has fewer game-breaking combos and more cute and annoying tricks. Maybe something with lots of flash and flicker tricks.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on November 26, 2016, 02:59:35 AM
I finished my Selvala deck and played a 5 man edh game, that was fun
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on December 06, 2016, 02:41:55 PM
New stuff is being spoiled: http://mythicspoiler.com/

So far:
- SO MUCH ARTIFACT LOVE IT MAKES ME HAPPY AND MY EDH DECK HAPPY TOO
-
Ajani and Tezzeret are the main planeswalkers for this set; Nicol Bolas has not been spoiled yet but he's more or less confirmed from Dark Intimations mentioning a "Bolas planeswalker"-- And yet, Rosewater just said there are only 2 planeswalkers in Aether Revolt a few minutes ago, so who fuckin' knows.

-
HOLY SHIT DISALLOW OH MY GOD STANDARD ACTUALLY GETS A GOOD COUNTERSPELL FINALLY BLUE HAS A CHANCE TO BE GOOD
- New mechanic:
Improvise: Basically a less broken combination of Convoke + Affinity; tap artifacts to help pay for mana costs
-
Heart of Kiran is Aether Revolt's Smuggler's Copter, but while it's very strong, I don't think it's quite as broken due to the Crew cost.

Aether Revolt be lookin' pretty good.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 06, 2016, 03:37:22 PM
-Trophy Mage is an absolute staple in Commander. Searches like 75% of relevant artifacts.

-Quicksmith Rebel is strong, has an interesting design, and great flavor. Dang, what a cool card.

-Scrap Trawler is RIDICULOUSLY pushed. No way in hell that should ever cost 3.

-Disallow: Best three-mana counterspell ever printed?

-Honk honk planeswalkers there's a bunch of planeswalkers and planeswalker support cards and half the cards have planeswalkers on them OMG guys planeswalkers: Can we be done with this plz?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on December 06, 2016, 03:41:15 PM
Yeah. It's only a matter of time before there's a new Doubling Season-esque card that allows for Standard Doubling Planeswalkers. They're all so fucking pushed. Having a planeswalker in your deck doesn't bother me, but Superfriends decks are just so damn annoying and unfun to play against.

And yeah, Scrap Trawler and Trophy Mage are absolutely in my Sydri deck, for sure.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on December 06, 2016, 03:59:45 PM
-With how much Planeswalker cards are getting brought to the forefront in Standard I think there's going to be a lot more cards made to deal with them in the vein of Hero's Downfall or Devour in Flames.
-I'm getting huge Weatherlight vibes from
Heart of Kiran
although that might just be me.
-I think the
Bolas effect on the spoiled story card
is mostly to tie it in with a certain upcoming future set.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 19, 2016, 11:24:29 AM
Recent previews are another planeswalker and another planeswalker support card. What... Even...

Seriously. No more. Is this secretly a fucking planeswalker-themed set or is Wizards just violently blowing their load up front because they think this is all people care about in previews? SHOW ME MORE GODDAMN TRAINS.

Mythic legendary train planeswalker for train Commander plz.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on December 19, 2016, 05:19:50 PM
A lot of the issue is that a big chunk of the stuff we know about Aether Revolt so far is from a leak that WotC didn't expect, and they're still playing damage control lol. Preview Season isn't even meant to start for a few weeks yet.

Honestly I'm digging the new Tezzeret; I can make him do work in my EDH deck for sure.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 19, 2016, 05:42:21 PM
Ah yeah, no accounting for leaks.

Well, hopefully that means the rest of the set is real cards then.

Meanwhile, not sure what to think of Quicksmith Spy. I already like Quicksmith Rebel and on paper this is very similar, but it feels worse somehow. Maybe just because of red's low standards... At any rate it's a nice design. Kind of hope this isn't a full five-color cycle, but I like it in red and blue.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 02, 2017, 10:31:39 PM
More Aether Revolt previews finally.

-Greenbelt Rampager is a gorgeous design. And it seems... Okay I guess? Maybe really good with that energy elf?

-Aeornaut Admiral makes TRAINS FLY!

-Untethered Express is another train... THAT'S ALSO A DINOSAUR? WHAT THE FUCK! This seals the deal, I'm making a train deck. It's going to suck and it's going to be great. :D
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 02, 2017, 11:34:29 PM
I can kind of see the validity of a White Human Sram deck with a shit-ton of low cost vehicles, auras, and equipment to keep card advantage flowing while boosting dudes.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on January 03, 2017, 04:29:36 AM
Greenbelt Rampager is probably going to find a spot in my R/G energy deck, with Attune With Aether you can very feasibly play it on turn 2.

Fatal Push looks interesting; bad in limited, decent in Standard, is absolutely going to be a staple in Modern.

I get the feeling there's going to be a full cycle of Expertises similar to Sram and Yahenni's and we're going to see them by the end of the week.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 03, 2017, 06:22:00 AM
-Pacification Array seems absolutely back-breaking in limited. Not sure if it's playable in other formats, but it might be? Definitely an interesting twist on Icy Manipulator.

-Merchant's Porter is the hardest to evaluate Jayemdae Tome I've ever seen. No idea if that's good or not.

-Daaaang Hungry Flames seems good!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on January 10, 2017, 03:00:25 AM
well we got bans in the Standard for the first time since they hit Mind Sculptor/Stoneforge Mystic.

Changes:
-Emrakul, Smuggler's Copter, Reflector Mage banned in Standard
-Gitaxian Probe banned in Modern, Golgari Grave-Troll re-banned
-no Legacy changes despite everybody screaming for the blood of Sensei's Divining Top

The changes come into effect next week when Aether Revolt releases.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 10, 2017, 03:28:12 AM
Whoah! I expected the Emrakul ban, but I'm really surprised to see Relfector Mage and Smuggler's Copter go. Dang. I admittedly don't follow standard closely.

Interesting.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 10, 2017, 04:04:35 AM
With Dredge and Infect being neutered a little, I feel a little more interested in playing Modern again. I haven't been bothering much because both of those decks fucking suck to play against and just make the game not fun to play.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on January 10, 2017, 04:51:31 AM
Whoah! I expected the Emrakul ban, but I'm really surprised to see Relfector Mage and Smuggler's Copter go. Dang. I admittedly don't follow standard closely.

Interesting.

I saw Copter going because it simply gives way too much value for too few restrictions and any deck that could use it was. Like I said, Reflector Mage surprised me, I didn't think the UW tempo deck in Standard was so oppressive that it needed to be banned (I expected Aetherworks Marvel to go before Reflector Mage, honestly)

With the banhammer being handed out and all the new stuff for Aether Revolt I'm very excited about Standard again.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 10, 2017, 04:55:17 AM
It's not that I don't understand why Smuggler's Copter was good, I just figured they'd give it some time to see if Aethersphere Harvester would handle it at all. Clearly not, since it looked a bit underpowered anyway. It was obviously made to counter Copter, but I guess they decided after sending the set to print that it wasn't enough in their internal testing.

Edit: And this is great news for that vehicle Commander deck if I decide to go through with making it, since I ideally want foil copies of all playable vehicles. Not sure how much this will tank the price of a foil Smuggler's Copter, but it should definitely dent it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on January 16, 2017, 05:12:18 PM
Anyway, went 2-2 at prerelease this weekend. Decided to experiment with W/B and then W/B/G.

Pulls:
Sram, Senior Artificier (promo)
Exquisite Archangel (foil)
Aetherwind Basker
Baral, Chief of Compliance
Glint-Sleeve Siphoner
Scrap Trawler
Cultivator of Blades
Kambal, Consul of Allocation
Aethergeode Miner (prize pack)
Tezzeret the Schemer (prize pack)"

MVPs:
Glint-Sleeve Siphoner
Untethered Express
Winding Constrictor

This limited format feels very attrition-heavy and strategic. There's a lot you can do with swinging in with a weak attack and your opponent just letting it through because they don't want to kill a creature and let Revolt trigger. On the other hand, it feels way harder to make expendable tokens than it did in Kaladesh alone, especially since Fabricate isn't in this set.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 16, 2017, 06:09:19 PM
I went 2-2 in my prerelease with a white-black shitmess deck. Had to play against first place and second place, and they both opened Quicksmith Rebel, which is utterly format-breaking as far as we can tell. It resolved against me 4/5 possible games, and I won the single game where it didn't get cast. Just felt like a coin flip. Not really fun an all honestly.

The environment feels really sketchy. Like, Kaladesh has all the enablers for all of the non-Revolt strategies so it felt excessively dependent on what you opened in your Kaladesh packs.

Pulled crap from my sealed pool, crap from my prize packs as far as value goes. Two guys next to me opened a foil Heart Of Kiran and a foil Smuggler's Copter+Sword Of War And Peace respectively, so that was cool...

So yeah, not an incredibly positive experience all things considered. My opponents were all perfectly pleasant, but I felt like I played maybe two games out of nine where my decisions actually mattered. The rest were all total one-sided blowouts in one direction or the other.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 16, 2017, 05:01:58 AM
Anybody see the "Self-Driving Cars" deck MTGGoldfish made? It's pretty magical.

https://www.youtube.com/watch?v=G4_QSGirAjk

I'm certainly not buying any Heart Of Kirans, but I could swap them out for some trains and put this together pretty cheaply. And I will call it... CAR BOYS!

Although honestly I'm not super interested in playing standard until the fucking Crazy Cat Lady combo is gone. After the all-in deck failed to make much of a splash the new tactic seems to be to cram the pieces into every single deck and just fish for random instant wins, which frankly sounds fucking awful.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Mеа on February 17, 2017, 04:51:19 PM
If anyone plays yugioh here even casually or not, there's a HUUUUUUGE paradigm shift incoming with new rules and new cards. Zone placement is now strategic and guess what? You can actually play the game now! The new changes slow down the game considerably to move away from the degenerate turn one unbreakable boards meta that's in vogue now.

...
Or at least until konami loses their minds and starts releasing broken shit again.
But there's a lot of hype floating around from the community, exciting times.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Jq1790 on February 17, 2017, 05:29:29 PM
They actually had tried some zone placement related cards before but nothing ever took off IIRC.  (See: Blasting Fuse, etc). As much as I don't play anymore I'm kinda interested in seeing how they work with slowing things down and if there'll be player backlash from their lightning fast decks being attacked haha.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 17, 2017, 05:29:49 PM
Wait what? Interesting.

A buddy and I recently tried to learn Yu Gi Oh together in our ongoing exploration of poorly-conceived Japanese card games and we fucking hated it. It, by all accounts, seems to be an awful game. A huge overhaul is the only thing I can point to as a potential fix. So if they're at least trying to do that then that's something. I will be watching this with interest.

Yu Gi Oh is fascinating to me as a case study in how not to make game and this is an intriguing development.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Mеа on February 17, 2017, 06:44:22 PM
I read around a bit more. Ohh hohoh there's a lot of backlash as well. People are split into either loving the new mechanic for attempting to balance an utterly broken game utterly hate it, just loath it. The latter group seems to be divided into the 'I can't play my decks anymore' or some variation of 'you can't just throw away two decades worth of legacy.' This latter one I only saw on jp side which makes sense I guess, tradition and all. Also because people see konami as wanting to make the big buckz off of this by rending a lot of old decks just completely unviable.

I'll try to add some context to the extent of the change for those not familiar with how the game works (or how the game breaks itself) and also because I don't know how far you explored it.
I explained this before here but, again, in yugioh you have a second deck separate from your main deck that you have access to at all times called the extra deck. With the addition of the new rules, there are going to be a whole five different summoning mechanics that work off of the extra deck. That's five sets of rules that govern how you can get these different monsters out of the extra deck onto the field. Like, that's ridiculous, but putting that aside, when you meet the conditions to bring these monsters out, you can play them onto the field by fulfilling those conditions. These days this is piss easy and getting a board full of them in a single turn is no problem for good competitive decks. Since this extra deck is always available to the player, the main deck has devolved into merely an engine to get these extra deck monsters out. As such, most archetypes for the past decade or so have their plays entirely revolving around the extra deck where getting one out tends to snowball into getting more pieces and getting more of these extra decks out. For about the last half year, the meta has been dominated by a tier zero engine that can start plays off of like a single card. How dominating? Like 90% of tournament winning decks feature this archetype level of dominating. It's that bad. And this archetype too needs access to multiple extra deck monsters in order to continue plays.

So what the new rules says is, you can no longer play extra deck monsters on the field anymore because now you can only play main deck monsters in those monster zones. Now, instead you can only play one extra deck monster in your single newly introduced extra deck monster zone on the field. Needless to say, this completely kills a lot of old decks and people are complaining about it. But there is a way to increase the number of extra deck monster zones on the field and that's by using the new type of card called link monsters which also reside in the extra deck, and these cards have freaking ARROWS pointing to other monster zones, and the zones pointed to by these arrows can be used as extra deck monster zones. Every new tv series introduces a new summoning mechanic and people complain about how its going to ruin the game but this one is getting a lot of complaints in particular because some decks are forced to use the new cards. Even the other past new mechanics weren't so obtrusive, they were merely a new kind of mechanic that was just there if you wanted to use them or not. Some old decks can't function without two or more extra deck monster zones and necessarily have to use these new cards. There's an inherent balancing mechanic built into these new link monster cards since the arrows can point to your opponent's side of the field too and give them access to extra deck monsters in that zone. As long as konami really does not fail to keep this check in place, I hope that this will balance the game more.

But I'm really looking forward to this complete overhaul because this game is completely broken and unfun at the top levels of play and creeping down into the lower levels too. The way you play this game now is to not let your opponent play at all. The name of the game is negation and floodgating. Oh you want to play that card? Nope, negated. So your deck is based on this certain summoning mechanic? Well I activate this card that doesn't let you use that mechanic at all for this turn. Like, the game already ended when you lost the rock paper scissors. Your opponent sets up a board you can't get over and good game. It's really horrible. So I'm excited because this backpedaling will introduce more interactions again in the game (what? a two player card game with interactions?? holy carp). But also worried because all of the stuff that makes the game utterly broken right now will still be there and all it takes is a little oversight or greed from konami to bring all that back in.

tldr; go prepare your popcorn
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 17, 2017, 07:30:56 PM
Hmm, thanks for the explanation. That's interesting.

Does this retroactively make any old cards or strategies better directly? Are there old niche mechanics that actually become more powerful because of this? Or are all buffs indirect because strategies that were hedged out by the most degenerate tech are potentially less outclassed now?

It sounds to me like Yu Gi Oh's resource system and approach to card advantage are still fucked to hell, but this is a start at the very least.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Mеа on February 17, 2017, 08:13:05 PM
I don't think the new mechanics buff any existing strategies at all, old or new. The only thing it does is limit extra deck spamming really, which... kinda sounds sad actually but yeah. There are/were plenty of viable decks that don't rely on the extra deck (and focused on the main deck) or only needed one extra deck monster at a time that can shine more now. So not so much buffs so much as their (one-sided) competition died. A lot of people are bringing these decks up as arguments about why this change is so dumb. If they don't rely on the extra deck, then these decks' speeds wouldn't be hindered at all and would be the ones to rampage on the tiers. And I suppose I would tend to agree with that, but they're necessarily not as consistent since they have to fish for their play pieces out of the main deck which isn't as immediately accessible. Honestly I'd rather deal with these than with the current negation floodgate 'so do you end your turn with nothing to do or just forfeit?' meta. If they can address some of the more egregious techs in these with the banlist (which I know erks you lol) so that the extra deck is still worth running instead of everyone switching over to main deck-reliant decks (and release support that carefully allows some more freedom for extra deck users again), and people get used to the speed of the new format (which I hope will actually be slower like everyone is hoping and that nothing dumb is discovered that breaks the game), then people will begin to break away from the turbo-spam board-setup mindset that the game had been accelerating towards as the years went on.

But there are a couple of weirdo cards that existed that had no place in any deck like cards that shifted around monster positions or the couple random cards that blocked the usage of zones on the field of your choice that might be tested out for awhile.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 17, 2017, 08:26:21 PM
For the record, banlist doesn't bother me AT ALL. It's restricted lists that I think are horseshit. Ban away if it fixes your game.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on February 20, 2017, 05:15:21 PM
We have some info from Toy Fair and recent official announcements on the upcoming Amonkhet/Modern Masters 2017 expansions

-MM17 booster packaging features Domri Rade, Griselbrand, and Stoic Angel
-Amonkhet booster packaging features entirely new characters, including a warrior, some sort of jackal-headed creature, a cat-headed statue, a woman who appears to be some sort of noble, and a sphinx
-Amonkhet will have a mix of standard basic lands and full-art lands, full art lands will appear in approximately 1 out of 4 boosters and are available through certain store programs
-Amonkhet planeswalker decks will be Gideon and Liliana
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 20, 2017, 05:19:43 PM
Ooh, I don't mind the idea of full art land being sprinkled in there. On one hand I'd kind of prefer they just commit to all full art basic land all the time, but on the other hand I appreciate some added value and excitement in packs. My best guess is that these land will end up somewhere in the $1.00-$2.00 range (and considerably more for foils) , so they're basically additional rares.

Always happy to see promo artwork that isn't planeswalkers. Granted at least some of these new characters might still be planeswalkers, but seeing Angel Of Invention on Kaladesh packs made me awfully happy. 
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 27, 2017, 02:23:43 PM
I've been wanting to start playing Pauper (the Magic format where you can only play commons) lately, although no place around here runs it regularly that I'm aware of. Does anyone have much experience with it?

I kind of want to try a Pestilence deck but I'm not clear on how it matches up against most of the metagame. Burn seems like it would be very common given the high-quality burn spells and lack of Kor Firewalkers and I can't really easily envision how Pestilence beats burn. I guess most of the sideboard could probably be dedicated to that matchup.

It seems like every color (except maybe white?)  has at least a couple of high-profile too-good-to-print-anymore options that it seems like a waste not to use and the black ones (Dark Ritual and Hymn To Tourach) seem synergistic with this deck. Just not sure those stack up well against Counterspell, Brainstorm, and Lightning Bolt.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on February 27, 2017, 04:54:41 PM
I've been wanting to start playing Pauper (the Magic format where you can only play commons) lately, although no place around here runs it regularly that I'm aware of. Does anyone have much experience with it?

I kind of want to try a Pestilence deck but I'm not clear on how it matches up against most of the metagame. Burn seems like it would be very common given the high-quality burn spells and lack of Kor Firewalkers and I can't really easily envision how Pestilence beats burn. I guess most of the sideboard could probably be dedicated to that matchup.
Monored has a lot of options going for it, especially since Thermo-Alchemist got printed in the summer. Apparently the main advantage Pestilence can get over burn is a lot of incidental lifegain to last into the long game. If you're doing the W/B build, you get access to Prismatic Strands which lets you nullify damage for a turn.

I've been wanting to tune my old modern stompy deck into a pauper deck for a while since I already have the expensive pieces like Rancor already.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 27, 2017, 07:11:58 PM
I play Pauper! It's actually one of my favorite formats because there's a surprising amount of versatility at the common level (especially when you have access to cards that are considered super broken by today's standards).

If you'd believe it, Burn isn't actually one of the most common decks, relatively speaking (https://www.mtggoldfish.com/metagame/pauper#paper). That honor goes to Stompy (definitely a good choice, TAC), Delver (that's what I play!), Tron, and Affinity.

I suspect the reason why Burn isn't a super prevalent deck in Pauper is because Blue is actually a strong color in Pauper with access to Counterspell, Hydroblast, Force Spike, and so on. White also has Circles of Protection-- so Red is actually pretty poorly placed in the meta if not combined with another color to support it.

If I ever get a chance to play competitively, I'd be playing Delver, but I also have Selesnya Soul Sisters (which revolves around tokens and the Midnight Guard/Presence of Gond combo), Izzet Blitz, and a Golgari pseudo-Dredge deck as well (basically, use Stinkweed Imp for dredge and take advantage of that with Delve cards like Gurmag Angler-- having beasts like that out on turn 2 is crazy).


Meanwhile, MM17 spoilers started today and it may be the thing that gets me back into competitive Magic. It's only the first day and WotC is swinging for the fences, announcing reprints of Goblin Guide, Damnation, and the motherfucking enemy fetch lands all at rare level. Holy shit, are those prices gonna drop. I may finally be able to build the 8-whack deck I've been wanting to build, and be able to spice up some of my other decks now that fetch land prices are going to be less idiotic.

From Wizards:
Quote
Modern Masters 2017 is a bit different from previous Masters sets. Modern Masters, Modern Masters 2015, and Eternal Masters were set up with ten color pairs, with archetypes (Black-Green Elves and White-Blue Artifacts, for example) built into those color pairs.

The biggest difference with Modern Masters 2017 is that it's a heavily multicolor set. Specifically, the set is built around the five ally color pairs, each with their own strategy:

White-Blue Blink?Use creatures with enter-the-battlefield abilities and ways to reuse these abilities
Blue-Black Instant Control?Use lots of instants and counterspells to control the board
Black-Red Unearth?An aggressive deck that uses creatures with unearth to keep attacking
Red-Green Go Wide?Make tokens and use cards that make them all bigger
Green-White Populate?Take advantage of the populate mechanic from Return to Ravnica

yessssss my Azorius Blink strategies gettin' some love
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 27, 2017, 07:16:15 PM
Yeah, a monoblack or W/B Pestilence deck seems like it's worth trying. I think I already own a lot of it, so it shouldn't be expensive. Just not sure when I'd get a chance to play it.

Those metagame numbers are actually really really good. No single dominant deck by a long stretch. Not even really a dominant strategy.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 27, 2017, 07:31:45 PM
Mono-black Control (https://www.mtggoldfish.com/archetype/pauper-mono-black-control-21898#paper) used to be *huge* for a while. It seems to have dipped in popularity ever since that god-awful Peregrine Drake was banned, though. I dunno why it has, because it's a fantastic deck.

What are your plans for a Pestilence deck? I'm not very familiar with it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 27, 2017, 07:56:50 PM
Most Pestilence decks seem like they go all-in on keeping Pestilence around with pro-black creatures and walls, and try to win with Pestilence burn combined with Corrupt (which then lets you burn even more by helping race against the symmetrical damage from your own Pestilence).

That seems sketchy as hell to me since it seems slow and doesn't really have a way to win if your Pestilence never shows up or gets countered. I'm considering more of a hybrid mono-black control with Pestilence support (walls and lifegain), maybe even with more of a focus on Crypt Rats. Basically repeatable sweepers seem too good not to play in a creature-heavy format, but hinging a whole strategy around Pestilence seems unreliable.

Ideally I want singleton utility packages at three and four mana to go with Dimir House Guard and Dimir Machinations, which can search up Crypt Rats and Pestilence. Thinking general mono-black stuff (removal, discard) but with a focus on incidental lifegain, the ability to sweep and grind out with Pestilence effects, and that's built to take advantage of rituals since there are several good ones in the format.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 28, 2017, 06:53:29 PM
Snapcaster reprint confirmed. Also looks like the Command and the Miracle cycles are also coming back (with Cryptic Command and Entreat the Angels not spoiled yet but I feel they will be).

Ranger of Eos reprints are cool, they were one of the most expensive pieces of Soul Sisters, but I have a playset already

Path to Exile and Inquisition of Kozilek reprints. That is all.

Grafdigger's Cage also getting a much-needed reprint as well.

Hot damn, MM17 makes me actually want to play again.

EDIT: Stony Silence, too. Hot damn.

EDIT 2: HOLY SHIT LINVALA, KEEPER OF SILENCE REPRINT my god this set is just insane, hardly anything so far is irrelevant to the current meta-- it's either spot-on VERY MUCH NEEDED reprints of extremely expensive cards, or good reprints that fit well within the meta. Very few pointless ones so far.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 01, 2017, 02:19:24 AM
It's probably in their best interest to put the very best stuff up front. There will be plenty of pointless filler I'm sure, it's just going to be a matter of how much of it, and how good the good stuff is (so far looks very good).

Ideally the filler rares would be at least mid-value Commander stuff. Darksteel Plate, Cyclonic Rift, Contagion Engine, maybe Lightning Greaves in a rare slot, and some popular older commanders just to get a few more foil copies out there.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 01, 2017, 03:17:06 AM
I have to wonder. WotC got slammed pretty hard over MM15 being full of useless bulk and pointless filler and valueless uncommons/commons, so I'm optimistic that they'll be learning from that mistake. I fully expect to see some decent stuff in the uncommons and commons, and I really hope Pauper gets some nice stuff rarity-shifted to common to give the format a nice kick in the ass.

As far as Commander goes... well, Zur the Enchanter is getting a reprint?

EDIT: Seance and Entreat the Angels is in. Called it lol

Phantasmal Image, too! Nice.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 01, 2017, 04:03:34 PM
on the topic of "Commander stuff" getting reprinted they put in Craterhoof Behemoth in a mythic slot sooooooooo

Death's Shadow is a pretty exciting reprint, that's a fairly relevant card right now.

Given the shard focus in this set I will be extremely, extremely surprised if we don't see Nacatl as a later reveal
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 01, 2017, 04:15:52 PM
Craterhoof sees play in literally all formats, doesn't it?

What is the state of Death's Shadow right now? I know people said Shadow Zoo was dead after Gitaxian Probe got banned, but I hear Death's Shadow Midrange is a thing since then.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 01, 2017, 04:51:33 PM
I'm a little disappointed to see staples of Death's Shadow Zoo and Storm decks being reprinted since they're both rather unfair and unfun decks to face, but eh.

Meanwhile, Lili is back, to no one's surprise. I'd like to have her too.

I'm honestly surprised to not see any reprints of Affinity and Merfolk deck staples yet. Inkmoth Nexus, Mox Opal, Glimmervoid, Arcbound Ravager, Aether Vial (I'm gonna be so pissed if this gets a reprint at uncommon after spending so much on my playset), Cavern of Souls, etc. Scapeshift is inevitable, as is Ad Nauseam. I also would not be surprised to see Fulminator Mage and everyone's favorite chase rare Tarmogoyf too.

I would not be surprised to see Blood Moon and Ensnaring Bridge as well, but fuck those cards.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 01, 2017, 05:01:42 PM
Can we get Chromatic Star and Mishra's Bauble in there?

Did Mortician Beetle get downgraded all thexway from rare to common? Christ. That's probably Pauper-relevant. Burning-Tree Emissary and Magma Jet down to common too? Those are both super relevant.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 01, 2017, 05:51:45 PM
I think there's already something like Mortician Beetle at common, but I'm not entirely sure. Similar, at least.

Burning Tree Emissary might be nice for some Pauper Combo decks. Storm's not as broken in pauper due to Grapeshot being banned, so it'd be interesting to see it work there.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 01, 2017, 05:54:24 PM
Are there even any common Storm win conditions left? Empty The Warrens and Temporal Rift are banned too. All that's left is weird stuff like Reaping The Graves.

That said, Burning-Tree Emissary is still totally playable as a fair card.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 01, 2017, 06:35:50 PM
Yes, using Sprouting Vines (http://www.mtgsalvation.com/forums/the-game/magic-online-formats/pauper/developing/737330-primer-pauper-vine-storm). Basically combo off with storm staples and build up your mana pool with Inner Fire, storm in Sprouting Vines and Tolarian Winds it away to hopefully get more Inner Fire and a Kaervek's Torch to be the finishing blow. It's clunky, but neat because Storm isn't the win condition, it's a combo piece. Build up your mana, fill up your hand, trade it away, then skyrocket your mana to be within kill range.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 02, 2017, 04:34:13 AM
Terminus, Gifts Ungiven, Scavenging Ooze, and Lingering Souls added.

To be real honest, I kind of want to draft MM17. My god, it's like they literally poured everyone's favorite high demand cards into one set.

EDIT: Voice of Resurgence now, too. Good god.

I'm kind of pondering if it's possible to make Miracles a thing in Modern. Sure, it's super hard because we don't have Sensei's Divining Top or Brainstorm to work with, but surely there has to be some way to make it work, right?

EDIT 2: Blood Moon confirmed. Fuck, just let that card die already. And it's at *normal rare* level too.

...well, at the very least, if the price drops enough, I may pick up some and join in because I'm spiteful like that and if I have to suffer through it, I should be able to make others suffer through it too. >:D
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 02, 2017, 11:34:15 AM
I'm kind of pondering if it's possible to make Miracles a thing in Modern. Sure, it's super hard because we don't have Sensei's Divining Top or Brainstorm to work with, but surely there has to be some way to make it work, right?

You could definitely do a version of it. No idea if it would be good, but you've got a lot of Scry effects, albeit less powerful ones. Serum Visions, Preordain, Crystal Ball. And stuff like... uh, Leashling..? Lapse Of Certainty your own Entreat The Angels for 0 from hand?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 02, 2017, 03:49:05 PM
Hmm, possibly.

Also, called it. Tarmogoyf is in, as is Cavern of Souls and a bunch of other good shit. We haven't seen many artifacts yet, though... Affinity stuff is bound to happen. All the other tier 1 decks have got their chase rares except it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 02, 2017, 03:53:32 PM
Wondering if MM17's print run is going to be significant enough that Tarmogoyf's price is going to go below triple digits. Ah, I can hope. At least we have Fatal Push now to challenge its dominance of the meta.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 02, 2017, 04:37:21 PM
Goyf hasn't been dominant in a long time, has it? I watch quite a bit of Modern gameplay and it's been a long time since I've seen much of it at all.

I've heard people theorize that it's only expensive because "investors" are price fixing it because they paid a lot to stockpile copies back when it was a big deal. Based on actual usage and number of reprints it should, by all accounts, cost considerably less.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 02, 2017, 04:48:47 PM
Goyf's already dipping below triple digits on tcgplayer right now.

I'm currently watching Rogue Deckbuilder's analysis on the set right now and he's saying that it's rumored that WotC is printing this 5x more than they did MM15-- and honestly, I'm very okay with that. I know it causes a lot of alarm for people who don't want the price of their cards to tank (kind of how I mentioned the same for Aether Vial), but honestly at this point? Fuck it.  I want everything to tank so Modern is accessible. I mean for god's sake we're talking pieces of cardboard here. There's no reason why cards should cost so damn much.

Meanwhile, Serum Visions reprint in a more constructed-relevant set? Yes please.

God, I need to start figuring out what I'm going to be investing in. The price of boxes are skyrocketing right now so I don't think I'm gonna bother buying a box or anything random besides maybe a few packs for funsies. But singles? That's where it's gonna be at. The hype train is making the boxes super pricey, but if the rumor that they're printing the everloving fuck out of this set is true, then there's going to be a lot of dropping prices on singles.

My current wishlist so far in no particular order

The fetch lands in general
Snapcaster Mage (if this dude drops below $20 I'm tempted to just get a playset because he's a staple in so many control/tempo decks)
Restoration Angel (she's not too expensive as it is, but I'd like to see her drop more)
Path to Exile (I already have a playset, but I play so damn many white decks that I'd like to have more so I don't have to keep swapping them around)
Phantasmal Image (It'd be nice in my Spirits deck)
Venser, Shaper Savant (Might be cool in a UW Death and Taxes deck so I can flicker the hell out of him)
Blood Moon (if you can't beat 'em, join 'em)
Goblin Guide (oh god yes-- and I really hope Goblin Bushwhacker gets a reprint at common here so I can do Pauper 8-whack too)
Inquisition of Kozilek (why not? It's already getting cheaper)
Cavern of Souls (for 8-whack and Merfolk and such)
Linvala, Keeper of Silence (what a gorgeous hate card)

And of course, Lili of the Veil and Tarmogoyf are always great to have, but I dunno if I'd keep them if I pulled them. Goodstuff decks just really aren't my style (I prefer disruptive meta-hatedecks and aggro-control like Faeries (Bitterblossom reprint where?)), though the option would be nice.

Goyf hasn't been dominant in a long time, has it? I watch quite a bit of Modern gameplay and it's been a long time since I've seen much of it at all.

I've heard people theorize that it's only expensive because "investors" are price fixing it because they paid a lot to stockpile copies back when it was a big deal. Based on actual usage and number of reprints it should, by all accounts, cost considerably less.

It hasn't been super-dominant simply because everyone who knows what they're doing is ready to sideboard against Jund/Abzan, I feel. I don't think Tarmogoyf is ever going to not be relevant in the format, because it's a genuinely stupid strong card, but it's also so easily hated out that I feel it has lost some of its dominance, especially since you're more or less fucked if you're playing against any white or black decks. It has no evasion, Fatal Push shrugs it off, and Rest in Peace completely nerfs it. And since Rest in Peace is in pretty much every white sideboard BECAUSE of Jund and Dredge and Snapcaster/Tasigur decks, it's not a card I worry too much about as someone who plays white.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 02, 2017, 04:57:43 PM
Goyf's already dipping below triple digits on tcgplayer right now.

I'm currently watching Rogue Deckbuilder's analysis on the set right now and he's saying that it's rumored that WotC is printing this 5x more than they did MM15-- and honestly, I'm very okay with that. I know it causes a lot of alarm for people who don't want the price of their cards to tank (kind of how I mentioned the same for Aether Vial), but honestly at this point? Fuck it.  I want everything to tank so Modern is accessible. I mean for god's sake we're talking pieces of cardboard here. There's no reason why cards should cost so damn much.
Honestly my dream would be for Masters sets to get the same kind of print run a Conspiracy set does but that's kind of a lofty dream

My hopes for stuff to open:
-Craterhoof Behemoth (for Commander funtimes)
-Goblin Guide (so I can try building mono-red or zoo)
-Abrubt Decay
-The signets
-The enemy fetches
-Might of Old Krosa (so I can work towards building Infect at some point)
-Mortician Beetle (Mazirek's gonna love this guy)
-Scavenging Ooze
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 02, 2017, 05:05:25 PM
This is virtually off-topic, but as someone whi plays Mazirek a lot I don't think he gives a shit about Mortician Beetle. If you have some kind of engine going you should have enormous power and toughness across the board, and if not then you should be putting one together, which Mortician Beetle doesn't help with at all. Run Reassembling Skeleton sorts of effects, token generators, or sacrifice outlets in that slot instead.

That said, really interested to try it alongside Carrion Feeder and friends in Pauper.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 02, 2017, 05:21:37 PM
This is virtually off-topic, but as someone whi plays Mazirek a lot I don't think he gives a shit about Mortician Beetle. If you have some kind of engine going you should have enormous power and toughness across the board, and if not then you should be putting one together, which Mortician Beetle doesn't help with at all. Run Reassembling Skeleton sorts of effects, token generators, or sacrifice outlets in that slot instead.

That said, really interested to try it alongside Carrion Feeder and friends in Pauper.
I'm honestly thinking of moving away from Mazirek because one of the Commander groups I play with runs Meren and our lists are 50% the same. Thinking of building a Ghave deck around exploiting Undying/Persist to build some sort of perpetual motion machine.

What would be good fodder for Carrion Feeder/Mortician Beetle at the common level?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 02, 2017, 05:34:03 PM
Anything that has decent "dies/leaves the battlefield" effects, I would assume. Can't think of anything immediately offhand.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 02, 2017, 05:57:01 PM
Generally anything that can die twice. Undying, Persist, Blisterpod, Nest Invader, Brindle Shoat.  Maybe Asylum Skeleton types of effects, token generators, and yeah, any kind of utility on a stick.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 02, 2017, 07:20:15 PM
Gonna add Doomed Traveler as well. Sac it and get a flying spirit token for hitting in the air! (Or sac it too.)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 02, 2017, 07:26:03 PM
Yeah, depends on which direction you want go with it, color-wise. I think there are a few less good white options, but black/white could definitely work. Access to Triplicate Spirits and (if you're online) Battle Screech seems nice.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 02, 2017, 07:30:32 PM
If you're rolling white or green, Safehold Elite is a 2/2 for 2 with Persist, too.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 02, 2017, 07:46:51 PM
Arguably much worse than Young Wolf as the inverse creature for less mana. Safehold Elite is an elf which is nice, but probably not relevant here.

Edit: I really like the idea of an Auramancer removal package with Dead Weight and friends  in Pauper, and that seems like a nice fit for W/B Aristocrats. I might look into that a bit further.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 03, 2017, 12:23:49 AM
It depends on what you'd like to do. Young Wolf is definitely the better card if you're running green, while if you're running white, Safehold Elite is kind of your only option (though I'd choose Doomed Traveler over it).

On the other hand, Safehold Elite also opens itself up to that infinite combo strategy I talked about a while back too-- Safehold Elite + Ivy Lane Denizen + sac engine = infinite combos. Viscera Seer gives you infinite scry, Carrion Feeder or Bloodthrone Vampire gives you infinitely large black creature. And so on. If Mortician Beetle is on the field, you get a PERMANENTLY infinitely large black creature. If Essence Warden is on the field, you get infinite life. And so on once again. There's a lot of combo potential with Persist that you don't get with Undying. Something to consider at least.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 03, 2017, 12:59:13 AM
Oooh dang I didn't realize Ivy Lane Denizen was common. Yeah, that makes a huge difference. I can't think of a way to do a loop like that with -1/-1 counters and Undying, so that is a pretty big deal. Especially notable since all of the combo pieces are reasonably playable on their own, so it's not like you have to go far out of your way to include the combo in a deck.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 03, 2017, 05:10:42 PM
Okay so full spoiler is out and that means the commons are now out!

The BIGGEST disappointment is that there's next to NO artifact reprints outside of the signets, Grafdigger's Cage, and Basilisk Collar. RIP Arcbound Ravager/Mox Opal/Inkmoth Nexus etc. I guess they figured that the masterpiece reprints were enough.  ::)

Still, MM17 is fucking amazing and it's hopefully going to tank some ridiculous prices.

HOWEVER:
Some of the commons we got are really fucking cool. (http://imgur.com/a/R8yrF)

Notables:
Graceful Reprieve = sweet recursion
Tandem Lookout = potentially cool card advantage engine
Cower In Fear = one-sided mini boardwipe
Falkenrath Noble = HOLY SHIT YES. Flying 2/2 that gives the final piece I wanted for my Persist combo. Now you don't even need to swing the infinitely big black creature-- it just drains damage directly.
Scorched Rusalka = potentially useful for red decks with goblins?
Thunderous Wrath = I dunno, I kinda want to make it work somehow
Call of the Conclave = 2-drop 3/3 vanilla? I'm cool with that
GIFT OF ORZHOVA = OH MY GOD IT'S THE CARD THAT GOT ME INTO MAGIC LOOK AT THAT GORGEOUS ART I'M SO GLAD IT'S IN A FORMAT WHERE IT'S NOT ONLY VIABLE BUT POTENTIALLY GREAT
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 03, 2017, 06:45:56 PM
Really satisfied with the selection here, a lot of the commons and uncommons I'd be satisfied with pulling just for making a cube or something. I don't think there's any card in here I'm disappointed to see (even if I'm never going to use Seance seeing it reprinted amuses me to spite that one weird speculator)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 12, 2017, 12:20:01 AM
Alright, just ordered a vast majority of my Pauper deck. I'm building BG Aristocrats with the Safehold Elite/Ivy Lane Denizen combo as an option, although it isn't really what the deck is built around. I bought more cards than I can use so there's room to adjust the list significantly, although I'm still short two Rancors and two Essence Wardens.

I've been finding myself having a hard time putting double colored card (mainly Hymn To Tourach and Geth's Verdict) in the deck since the mana base seems a bit unstable. After playing the deck some I guess I can decide if I want to make room for them or tweak the mana base.

When I said I was interested in the format a few other people locally built decks as well, so I'll have at least a couple of people to play with to start. Hopefully I can turn this into a bi-weekly even or something. I want to play more Magic and this seems to be the way to do it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 17, 2017, 07:20:09 PM
Opened my obligatory one Modern Masters pack, got a Bonfire Of The Damned. It's a mythic which is nice, but it's down to $2. Oof. Oh well, might as well sit on it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 17, 2017, 10:31:05 PM
I kind of want to go to a draft tomorrow, but I'm just not invested enough in magic right now to want to spend $35 on it. Sigh.

EDIT: I did a draftsim just because and uh

(https://i.imgur.com/ZAFoE3i.jpg)

even if this doesn't win, i'd still win

tarmogoyf, misty rainforest, scalding tarn, goblin guide. and an entreat the angels just bc it was in the foil slot

money draft
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 18, 2017, 01:56:10 AM
Drafts around here are a lot more than $35. Seems like they're $40 or $45. Although that does go into the prize pool I guess.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 18, 2017, 04:09:18 PM
Drafts here are around $32 US but there isn't any MM3 in the prize pool; the place I usually play at is giving out packs of Standard-legal sets as prizing instead

Did a draft last night, wound up in the G/W tokens deck. Bronzebeak Moa is absolutely wild if you have token-makers to charge it up with; Moa + Fists of Ironwood is absolutely terrifying if it doesn't get answered.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 20, 2017, 05:30:27 PM
so lists for the new Duel Decks got announced and there's some pretty choice reprints this time around, a huge amount of modern Storm staples if anybody still plays that deck
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 20, 2017, 08:04:51 PM
It seems cool and I've kind of been kicking around the idea of building a Jhoira EDH deck, but tbh i feel like I'm better off just getting the singles should I decide to.

I got to play my Sydri deck against my friend's Trostani deck over the weekend. God, my deck is so degenerate with how many insta-win combos I have. He got an Aura Shards in game 2 that I may as well have scooped to, but I got a Lim-Dul's Vault that let me pay 6 life to soft-tutor a Dispeller's Capsule to kill it. Most expensive combo ever, but it let me turn the game around to get to the point where I had Padeem, Mycosynth Lattice, Darksteel Forge, and Platinum Angel out. Short of forcing me to sacrifice the angel somehow, there was no possible way I could lose, since all artifacts I had were hexproof and indestructible, and the Lattice makes everything on the board an artifact. Knowing that I had an undeniable win due to eventual mill-out (naturally or via Blue Sun's Zenith), I offered a draw instead since he was well over 130 life and it would have turned into a huge drag.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 25, 2017, 02:43:51 PM
So I finished my B/G Pauper Aristocrats deck (or at least, got it to the point that it's playable) and it definitely seems like a deck without a clear identity. It looks to me like there are two directions this archetype could go in these colors, and that's a very speedy beatdown deck with Carrion Feeder, Hunger Of The Howlpack, and Rancor, or a grindier control deck built around the Ivy Lane Denizen combo and gradual value. My deck has kind of de facto ended up being the latter, but it still has a bunch of cards from the former in it and I wonder if I shouldn't be cutting my Rancors and Hungers for more removal, recursion, and card draw.

The biggest change I've made so far since I started testing it is clearing out space to make my two-of Scatter The Seeds into a four-of. It does potentially put me in a bad place if I draw too many, but my creatures tend to be hard to remove so Convoke is hard to stop me from getting away with and once I drop one of them I can snowball out the rest. I've won quite a few games so far just off of dropping six Saprolings into play out of nowhere.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 27, 2017, 04:14:38 PM
So the first Amonkhet spoilers are rolling in. The mummy theme looks as strong as I hoped. Gotta make that mummy Commander deck. I just need a W/B legendary mummy...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 27, 2017, 04:35:08 PM
If W is strong in general, I may be more interested in picking stuff up from the set. I haven't bought a single Aether Revolt pack because next to nothing in the set interested me.

I'm loving the new mechanics though. Embalm basically lets you "flashback" a creature, only it's a token and a zombie, and Exert lets you have a choice: attack normally, or attack and have the exert effect, but it won't untap on next upkeep. Could be really interesting!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 27, 2017, 04:45:31 PM
Exert seems like a super interesting mechanic, slightly bizarre wording aside. I thiiiink Glorybringer is pretty amazing, but it's kind of hard to tell without playing it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 28, 2017, 06:03:15 PM
https://www.mtggoldfish.com/articles/budget-magic-96-40-tix-wb-aristocrats-modern

I'm loving this deck idea and kind of want to build it. I already have most of the pieces for it and can even take it beyond the budget version with pieces I already have. It's intriguing. I love budget decks that wreck meta decks.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 28, 2017, 06:19:38 PM
Yeah, I watched those gameplay videos last night. My Pauper deck is basically a super-chumpy version of that deck that uses Scatter The Seeds instead of Lingering Souls. And Nantuko Husk instead of Blood Artist...

But yeah, Aristocrats decks are fun as hell to play because they're kind of double threats. Sometimes the tokens just win games by themselves, and sometimes the combo-ish part is what matters. They're really interesting. I recommend throwing one together if you can do it cheap.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 28, 2017, 10:14:59 PM
So the Invocations/Amonkhet Masterpieces...

I... uh... okay. Don't see myself excited to open these like a Zendikar Expedition or a Kaladesh Invention, I can say that right now.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 28, 2017, 10:21:44 PM
Oh FUCK I think I actually have to own some of those for my inevitable mummy Commander deck...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 28, 2017, 11:36:04 PM
I hate way the cards look. Like yeah, they're super flavorful and that's cool, but they're fucking hard to read. And yeah, none of these are cards that sorely need reprints either, except possibly Pact of Negation or Cryptic Command. The rest of them are pretty cheap. (Legalize Counterspell in Modern, dammit.)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 28, 2017, 11:56:07 PM
I hate way the cards look. Like yeah, they're super flavorful and that's cool, but they're fucking hard to read. And yeah, none of these are cards that sorely need reprints either, except possibly Pact of Negation or Cryptic Command. The rest of them are pretty cheap. (Legalize Counterspell in Modern, dammit.)
aaaaand then they show Counterbalance and Force of Will
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 29, 2017, 01:12:34 AM
>Force of Will
>Not Terese Nielsen art

b l a s p h e m y

Honestly FOW reprints are always nice I guess, but honestly I'd like to see some more useful Modern-playable stuff. So much of this is not even legal in Standard OR Modern-- and who really plays Legacy or Vintage?

(though I still won't say no to a piece for a commander deck, though I'd trade my Invocation in a hot second for a Terese Nielsen FOW)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 29, 2017, 03:11:10 PM
All non-new Amonkhet Invocations have been spoiled.

How... depressingly lackluster. Barely any of these are legal in popular formats except Commander, and very few of them are actually worth anything (or even need reprints to begin with).

And they're fucking hideous, too. It's like, if I pulled one, I'd want to sell or trade it off, but they aren't going to be worth much outside of like, Force of Will, Pact of Negation, and Cryptic Command.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 29, 2017, 04:05:12 PM
I really hope that's true because I love them and I need that Wrath Of God, Austere Command, Containment Priest, Vindicate, and probably more stuff besides for my mummy Commander deck and I'd love to be able to pick these up for $20. If people hate them then that's good news for me at least.

Meanwhile, that new Daze art is gorgeous. Probably in my top ten pieces of Magic art ever.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 29, 2017, 04:12:55 PM
If I ever pull one, we can trade :P

EDIT: holy shit I wanna play this https://www.mtggoldfish.com/articles/instant-deck-tech-harvest-wave-modern
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 29, 2017, 10:53:41 PM
Also, before I forget: I'm considering building a new Commander deck with Geist of Saint Traft or Bruna, Light of Alabaster as the star of the show. Either way, it's gonna be white/blue voltron aggro-control in general that has Spirits at the low end of the curve and Angels at the high end (yeah, I kind of just want an excuse to be able to make Brisela tbh, but also be a viable deck). I mean, I love my Sydri deck, and while complex, degenerate, durdly combos are fun, it's not my style. I much prefer faster paced, disruptive aggro-control that destroys your tempo, protects me, and throws a bunch of small fliers or swings a big flier in your face.

My question is: can I include Archangel Avacyn in the deck, even though her transformed side is red? It's not a part of her mana cost or anything. Same goes for Westvale Abbey->Ormendahl, Profane Prince (sacrificing spirit tokens into him!).
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 29, 2017, 11:12:08 PM
I don't believe you can use Archangel Avacyn, no.

I've never been able to get Voltron to work because in the time it takes to kill multiple people someone is inevitably going to find an answer, and it's much harder to rebuild from a board wipe when all your eggs were in one basket. Not to mention that they just tend to be bad at protecting themselves while also hurting people.

I think a resilient, already reasonably strong angel is probably a solid way to go about building a Voltron deck. You won't get those super fast starts, but it won't take as much equipment to make them a threat. You don't need to be one-shotting people, just running enough boosts for your commander to be able to threaten people with three-shots and stuff frees up a lot of win condition slots without having to over-commit to something like Skullbriar.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 29, 2017, 11:24:03 PM
But see, that's kind of where Geist and Bruna shine. Geist is hexproof and can avoid targeted removal (a boardwipe is a problem though if there's no indestructibility though), while Bruna can just pull all Auras onto herself (preferably ones that give her indestructible and hexproof).

Meanwhile, I'd have the smaller Spirits for disruption, chump blocking, and chip damage (and Drogskol Cavalry can just keep making tokens, while Drogskol Captain can pump them all and give all Spirits hexproof as well). And of course, I'd be running a pillow fortress setup with Ghostly Prison, Propaganda, Sphere of Safety, Crawlspace, and so on.

So it's kind of balanced out. There's the path of hitting with a bunch of small stuff and the path of hitting with one huge thing.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 29, 2017, 11:28:48 PM
Just take it easy on the spirits, I think there's a fine line between playable and unplayable in Commander with things like that. That said, W/U is one of the more viable swarmy strategies with Coastal Piracy kinds of effects, so you might be able to make them work I guess.

But yeah, a sort-of-balanced deck is probably the way to go. Being able to win multiple ways is great if you can avoid spreading your support cards too thin.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 29, 2017, 11:31:51 PM
Yeah. I won't be building it any time soon, so I have plenty of time to think it over.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 31, 2017, 10:12:20 PM
Cycling dual lands? Interesting.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 01, 2017, 04:25:46 AM
Cycling dual lands? Interesting.
I was about to get excited because I thought this and Groundskeeper basically worked as a green Azure Mage then I realized Groundskeeper only lets you recover basics. There's still a lot of utility for a land you can trade in for an additional draw when you've hit the top of your curve, though
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 01, 2017, 04:49:58 AM
I mean, the old cycling lands saw tons of play. These are nearly strictly better than the Urza's ones and generally considerably better than the Onslaught ones, so taking popular and successful cards and straight-up improving them is probably a recipe for success (see Aether Hub, although Tendo Ice Bridge probably couldn't be considered as mainstream as the cycle lands).
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 05, 2017, 05:12:52 PM
That fucking Gideon.

Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 05, 2017, 05:42:29 PM
Planeswalkers planeswalkers planeswalkers planeswalkers planeswalkers planeswalkers.

What do you guys think of Lay Bare The Heart? Is that anything? I know two-mana discard is much worse than one mana, but people sometimes play Castigate and this seems better than that. 

Trial Of Solidarity+Cartouche Of Solidarity seems surprisingly legit. Seems like you'd just need a few small enchantment synergies to grind a ton of value out of them. And grinding value can be extremely relevant for weenie strategies.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 05, 2017, 08:00:52 PM
That Gideon seems made around the expectation around the idea that BfZ was still rotating out so this is going to be kind of awkward

The Trial/Cartouche cycles look fairly fun, especially in Limited. The Cartouches in particular fix that problem of Auras not providing enough value to be worth playing.

UPDATE: Manglehorn is awesome, somebody give me a reason not to play monogreen in Standard
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 06, 2017, 03:03:29 PM
Dang, much better Uktabi Orangutan is ace.

People were demanding better graveyard removal and there is some. Nothing Relic Of Progenitus or Bojuka Bog-level yet, but seems playable.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 06, 2017, 03:06:42 PM
should've just reprinted rest in peace in the shadows over innistrad block tbh
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 06, 2017, 03:13:16 PM
Still possible as far as I know. I'm kind of inclined to think Rest In Peace is TOO brutal, but too much graveyard hate is better than not enough. Tormod's Crypt/Nihil Spellbomb are about the right level IMO.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 07, 2017, 04:56:35 PM
Quote from Design head Mark Rosewater that seems fairly interesting and relevant and gives a good hint to where they're taking things in the future:

Quote
When we started with the Gatewatch storyline, we began with the assumption that the Gatewatch, the core five, at least, should always be represented on planeswalker cards in Standard. (And remember Standard was 18 months at the time.) As we started to roll this plan out, we got feedback from many of you that this was problematic.

Yes, you wanted Gatewatch planeswalkers but we didn?t need to do them so often. You wanted the opportunity to see other favorites return or have new planeswalkers in some of those slots.

We heard you, but we work far ahead so there?s always a gap before you can see us react to feedback. Hours of Devastation was the first set that we could revamp how we did this. So starting with Hour, we?ve pulled back significantly on how often Gatewatch planeswalkers appear. They?ll appear when it?s important but at a much slower rate. We will use those slots instead to do more returning and new planeswalkers.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 07, 2017, 05:00:30 PM
I don't really care, it's still nonstop planeswalker spam. I guess different characters is marginally better, but this doesn't address my boredom with fucking planeswalkers so much.

Also WHAT A FUCKING MUMMY ANGEL? This set is the best.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 07, 2017, 11:30:02 PM
Definitely liking the mummy angel. It has a place in the commander deck I'd like to eventually build for sure.

Also, As Foretold is just stupid. I want it. But it's still stupid.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 10, 2017, 02:33:27 PM
So apparently people hate Aftermath, and I guess I kind of see why, but am I the only one who thinks Cut//Ribbons looks incredible in a control deck? Apparently I am, but that seems like a ton of value and neither side is THAT inefficient (although obviously neither is on curve).
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 10, 2017, 03:09:36 PM
So apparently people hate Aftermath, and I guess I kind of see why, but am I the only one who thinks Cut//Ribbons looks incredible in a control deck? Apparently I am, but that seems like a ton of value and neither side is THAT inefficient (although obviously neither is on curve).

I think the issue people have with Aftermath is more "there's this cool art on the card and you're squishing it" I have pretty much the same evaluation of Cut//Ribbons that you do, it sounds like a good finisher for the Grixis deck they're inevitably going to push. On the other hand, Unlicensed Disintegration pretty much covers the same niche far more efficiently.

I am really excited for the monogreen stuff they're showing off; on one hand, Serpopard is an answer in search of a problem in the current meta, but Champion of Rhonas and Vizier of the Menagerie just scream "build around"
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 10, 2017, 03:26:10 PM
The complaint I keep hearing about Aftermath (MTG Goldfish has a nice breakdown of the bad feelings people are having) is mostly that the cards are mostly just two below-curve common effects with only limited synergy stuck together, and that feels crappy in a rare spot, especially compared to commands or charms.

I do get that, Prepare//Fight is NOT going to be fun to open, but many of them seem at least solid. Especially in light of graveyard synergies and not necessarily just playing them normally.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 11, 2017, 06:34:54 PM
Dang, Rhonas seems like the best god by far. Too bad he can't grant Trample to himself to take advantage of that Deathtouch though.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 11, 2017, 06:52:26 PM
Dang, Rhonas seems like the best god by far. Too bad he can't grant Trample to himself to take advantage of that Deathtouch though.
Rhonas looks like it'll get a lot of mileage working alongside stuff like Lambholt Pacifist and Lupine Prototype in terms of "undercosted creatures which require you to meet a condition to use". I can actually see him being playable in Modern mono-green decks since you can pretty feasibly get a 4-power creature with stuff like Scavenging Ooze and Avatar of the Resolute
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 12, 2017, 12:15:43 AM
...three planeswalkers now. Five, counting the bad ones from the precon decks.

This is reaching excess. On the other hand, with standard being as painfully stagnant as it is, maybe this will bring forth new archetypes.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 12, 2017, 01:14:46 AM
...three planeswalkers now. Five, counting the bad ones from the precon decks.

This is reaching excess. On the other hand, with standard being as painfully stagnant as it is, maybe this will bring forth new archetypes.

Five planeswalkers is typically the norm for a block, it just seems like we're getting more because the blocks are shorter now (although in the previous three-set block model we'd get five-ish walkers spread out throughout that block then around five in the following core set)

Harsh Mentor looks like it could be the shakeup to the meta we need; it does a lot against vehicles and Walking Ballista, that's for sure.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 12, 2017, 01:31:24 PM
Bontu seems like the worst god by far unless I'm overlooking something. Probably not unplayable, just fairly underwhelming. He would be infinitely more appealing, and probably not even too good, if his activation condition was "If a creature died under your control last turn" instead of "this turn" so he could at least reliably trigger off your opponent's removal.

Harsh Mentor seems like an all-time classic. That's a good-ass card right there,and it's going to genuinely shake up how all formats are played since it turns fetches into bolts and fetching untapped shocks into fucking Lava Axes

Speaking of all-time classics, it's not generically flavored enough to be reprinted in any block like the Mentor is, but does Glyph Keeper strike anyone else as one of the best control win conditions ever printed? It does so much, down to being castable off of an early-game Thought Scour targeting yourself.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 14, 2017, 04:22:16 PM
Ooh, maybe the best part of spoilers is here: The commons! Is there anything super crazy for Pauper?

-Blazing Volley seems like a very, VERY viable alternative to Electrickery. It's probably ultimately not quite as good since instant speed on Electrickery can net you card advantage pretty easily, but one mana is very relevant to snipe a Delver before it can try to flip when you're on the draw.

-Wander In Death is a much better version of Death's Duet, which is admittedly a bit of a fringe card already, but it's one I play and like. I'll definitely be slotting this in over Death's Duet in my deck.

-Trespasser's Curse seems like it has sideboard potential. It comes down early, completely shuts down infinite combos based on creatures, which is most of them in the format (including my Ivy Lane Denizen/Safehold Elite shenanigans), and seems seriously backbreaking against stuff like goblins and Kuldotha Rebirth in an aggressive matchup. Which admittedly is a bit narrow, and it arguably comes down a turn too late to catch a lot of explosive plays, but if it works it seems hard to recover from. Just not sure it's ever going to be better than more removal boarded in instead.

-Grasping Dunes might be something since there are a lot of high-priority one-toughness creatures that it can kill, although it's risky against Delver since it may flip before you can snipe it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 15, 2017, 12:12:09 AM
Isn't Grasping Dunes an uncommon, though?

I like all the tools there are for monocolor decks in this set, monored and monogreen look very exciting to experiment with.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 15, 2017, 05:32:49 AM
(http://i.imgur.com/hfqCTTg.png)

the combo potential from amonkhet is just silly.

another one is sunscorched desert + ruin ghost + retreat to coralhelm + chromatic lantern-- it lets you flicker the land infinitely to kill your opponent, and you can make it a super safe combo in an aether vial/hatebear-y deck with selfless spirit and rattlechains and grand abolisher so you can just vial those dudes in and your opponent can't do anything about it on your turn
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 16, 2017, 05:37:29 PM
I just realized that Festering Mummy isn't a functional Festering Goblin reprint, it's actually a strictly better Festering Goblin. Nice! I've always liked Festering Goblin and I would gladly play this over that because mummies are great, but the -1/-1 being permanent is a big deal.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 18, 2017, 03:16:38 PM
We've gotten a few announcements ahead of the scheduled official announcement day:

-Fall set will be officially called Ixalan and releases at the end of September
-Commander 2017 will be based around tribal decks rather than color sets, and will feature four decks instead of the usual five
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 18, 2017, 03:22:29 PM
Please be faerie tribal please be faerie tribal please be faerie tribal
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 18, 2017, 03:39:39 PM
Seems weird to do less than five decks since most tribes are tied to colors. That makes me think non-color-based tribes like slivers, elementals, allies, and maybe humans or spirits (Kamigawa redux without having to return to Kamigawa?) are most likely.

Actually. What if they go super cool and support fan-favorite tribes without much current support. Ninja, samurai, bear and ooze decks plz!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 18, 2017, 04:27:40 PM
The multicolor tribes I can see being easiest to support are Allies, Dragons, Slivers, and Elementals. We could also get something weird like artifact tribal with something like Scarecrows, who knows
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 23, 2017, 03:37:45 AM
I had a pretty weird Amonkhet prerelease. Lots of bombs (Liliana and both rare sphinxes) but next to zero removal. Ended up playing a weird kind of bad Bant ramp deck, went 2-1. We should have had four rounds but it's gotten to the point where a significant number of players drop as soon as they lose a round at the store I play at, so in that sense we sort of got fucked. Sold the Liliana for about what I paid to enter, so whatevs.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 24, 2017, 02:48:07 PM
Did two prereleases this weekend. Went 1-3 on Saturday with a janky WB zombie deck where the best card was probably Plague Belcher. Sunday I went 2-2 with the RB discard aggro deck with remarkably strong commons/uncommons. Managed to pull a Daze invocation from my second prerelease pack, traded it to someone in exchange for some of their store credit and a few cards I can use in Commander, one of my prize packs had a Liliana in it so I'm happy.

Really looking forward to drafting this set at the end of this week, and seeing what bits of it can be put in constructed decks. Bloodrage Brawler has me REALLY interested in trying to build mono-red for Standard
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 25, 2017, 11:40:51 PM
https://www.youtube.com/watch?v=oL9jA3CKBDY

Ignoring my feelings on the Professor, I cannot agree with him more when it comes to his opinions on Magic. He really hit the nail on the head regarding how stupid expensive it is to play competitive Magic.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 26, 2017, 01:01:08 AM
Lords Of Waterdeep is $40? That's not much at all for a board game that size.

Seriously though, anyone who likes Magic should strongly consider picking up Seven Wonders, it is my favorite tabletop game of all time.

To more directly address the video, I'm not going to try to say that's reasonable, because it isn't. However, there is at least the sort-of-excuse, sort-of-explanation that people tend to get into Modern following years worth of investment in Standard that allows them to pick up bits and pieces over time. I think it's relatively rare that someone shells out the price of a used car on the spot for a deck. That doesn't help new players obviously, which is obviously bad, but I think the "correct" flow for someone playing Magic is to start out in a cheaper format, gradually build up a collection and trade, and transition into a more expensive one using assets that don't necessarily involve straight-up buying your way directly in.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 27, 2017, 02:32:31 AM
Huh, so it seems that Wizards did an unprecedented second pass on their banlist and added Felidar Guardian in retroactively. Weird... Well, good I guess.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 27, 2017, 02:49:51 AM
Huh, so it seems that Wizards did an unprecedented second pass on their banlist and added Felidar Guardian in retroactively. Weird... Well, good I guess.
Apparently Amonkhet was added to MTGO before widespread retail release and going by Standard stats from there apparently the Copycat deck increased in usage so that was pretty much all the information they needed to drop the hammer.

Also for anyone following the weekly story updates: YIKES
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 04, 2017, 04:33:00 AM
So Sol Ring is finally banned in Commander... in Magic Online only. So close! Although at this point as much as I think Sol Ring is bad for the format I think Skullclamp is much worse, so whatever. Commander is and pretty much will always be a fundamentally broken format, so there's only so much bans can do.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 19, 2017, 08:30:08 PM
https://www.youtube.com/watch?v=vGh-GlyUYlM

I've been talking about having Chessex print me up a bunch of those creature token dice for years. Guess somebody beat me to it, this was basically exactly what my idea was except with different icons for the different colors.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 31, 2017, 01:42:57 AM
Still can't really work up the desire to play Modern or Standard lately. I haven't played since October.

Meanwhile, I'm considering building a Nicol Bolas commander deck. He seems fun to play and I like Grixis colors, so it could be fun...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 31, 2017, 01:59:03 AM
Standard looks really fun right now. I don't feel like I have the time to play and don't really have the money to invest in a deck right now, but I've been watching a lot of streams and it looks relatively varied and fun. Nothing seems downright oppressive and the format seems to be running at a good speed. If I was to play it would probably be Grixis Drake Haven, which is both cheap and seems fun. Although I've been seeing a lot of crazy stuff happening with Anointed Procession Aristocrats. I do love my aristocrats and Wizards is definitely pushing them right now.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 31, 2017, 04:14:31 AM
If I were to actually play Standard, I could see myself trying to build a fun Izzet control deck now that there's a fairly respectable amount of counterspells and bounce spells and burn spells. Throw in some Spirits for some poking in the air and it could be a good time.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on May 31, 2017, 02:59:04 PM
Still can't really work up the desire to play Modern or Standard lately. I haven't played since October.

Meanwhile, I'm considering building a Nicol Bolas commander deck. He seems fun to play and I like Grixis colors, so it could be fun...

I have seen a good flavor-themed list for him going around and you have a lot of good options if you go down that road like Cruel Ultimatum, Wit's End, and Crux of Fate, so I say go for it.

If I get around to doing Standard again I kind of want to do some sort of mono-red deck, there are a lot of surprisingly good beaters and Hazoret looks like an amazing way to top off a curve.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 01, 2017, 07:04:19 PM
Oh hey, some Hour Of Devastation spoilers leaked!

Oh no, they're just fucking planeswalkers... Well, and Bontu's Last Reckoning is pretty interesting. I don't think it's playable in Commander, but it's got interesting implications in a lot of formats. I wonder if that's going to be a cycle?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 01, 2017, 10:32:29 PM
Nothing wrong with 2 new Planeswalkers. Especially non gatewatch ones. Kinda want Bolas for the commander deck I may build.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 09, 2017, 12:37:15 AM
God, I'm really feeling enthusiastic about putting some new commander decks together but I have no idea where I want to put my money when I really kind of resent a lot of the people I can play with around here and the main friend I want to play with, I only see once every couple months. I dunno what to do. Anyone up for playing some Commander on XMage or something? :P

Currently thinking about:
Ayli, Eternal Pilgrim -- lifegain/removal/reanimation, aristocrat style
Archangel Avacyn -- slam down angels and blow shit up, lots of flickers
Breya, Etherium Shaper -- Kinda tired of my slow and clunky Sydri deck, as much as I love it. Breya feels more impactful and lively.
Nicol Bolas -- mass discard and a reason to play Cruel Ultimatum
Nekusar, the Mindrazer -- group hug fuckery

I'd really like to play Jeleva too but she seems to be as hated as Oloro and I kind of don't really want to play super popular commanders, Breya aside. Hm.

Ayli sounds like the most fun at any rate. So versatile and durable and fun.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 09, 2017, 12:58:30 AM
I play Nekusar (I even had a custom card with Satori art made) and apparently the people I play with hate him.

Ayli sounds fine. Lots of room for infinite combos and degenerate shit too if you want to go there.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 09, 2017, 01:05:59 AM
Yeah that's the thing. My Sydri deck is pure degenerate in the most slow, grueling way possible. I lay down hate cards like Propaganda, Ghostly Prison, Crawlspace, Ethersworn Canonist, etc in early game to drag the game to a screeching halt, and win by means of infinite combos that either put the game in a complete standstill where I can't possibly lose (Darksteel Forge + Mycosynth Lattice + Platinum Angel + Lightning Greaves, etc) or infinite combos that just straight up win the game. They're pretty much my sole wincons.

With Ayli, I can win through the classic Sanguine Bond + Exquisite Blood combo, or just load up on life and win through Felidar Sovereign or Aetherflux Reservoir. Or load up on life, draw my deck through Necropotence, and just overwhelm the game. Or I can just win with stuff like Archangel of Thune + a shitload of creatures swinging in. Elspeth, Sun's Champion is a ridiculous planeswalker in this deck, too.

So many options, and black has so many good card draw generators for lifegain decks. Necropotence, Greed, Phyrexian Arena, Underworld Connections, Dark Prophecy, etc.

Feels right up my alley. Fair, but can be totally degenerate if I want it to be (and may need it to be, for the people who want to play hypercompetitively and win in the first few turns).

What's really cool about Ayli is that she kind of runs the game on her own. I'll amass a bunch of tokens and just use them as ammo. I can totally just tap Tree of Perdition, force my opponent to 13 life, and then sac it and gain 13 life, only to have Ravos, Soultender bring it back next turn and do it all over again. And then if someone puts down something dangerous or annoying, I can just nuke it with Ayli by ditching a token or something that gives me a bonus when it dies/leaves the battlefield. See ya, combo pieces.  She's just so good-- a 2/3 for 2 mana with Deathtouch on top of that? So good.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 10, 2017, 02:06:11 AM
So some bits of the first Commander 2017 deck have been leaked. It is indeed a five-color dragon deck, and it looks pretty amazing so far.

Ramos and Ur-Dragon are both contenders for best five-color commander I think. You can build around them in some powerful ways without being forced into any extremely narrow strategies by them. I'm foreseeing a LOT of people trying to build around Wasitora even though she doesn't seem great to me.

Meanwhile, Magic MMORPG announced so that's pretty crazy. No real details yet as far as I know.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 10, 2017, 04:02:05 AM
Ramos seems fun for Door to Nothingness combos.

I'm not really a big fan of dragons though since I prefer more disruptive strategies, though. I'm really hoping Angels are one of the "tribes" in the new commander set. It'd pretty much be an instant buy for me if they're good.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 12, 2017, 03:14:07 PM
Going by the theme of C17, I'm doubting Angels will be in simply because they really don't lend themselves to making a five-color deck. I'm expecting stuff like Slivers, Allies, Elementals, or something off the beaten path like artifact creatures or Atogs.

So Announcement Week begins today and they are leading with quite the shakeup. (http://magic.wizards.com/en/articles/archive/making-magic/metamorphosis-2-0-2017-06-12)

-"Blocks" are being eliminated entirely; fall, winter, and spring sets will now be independent large sets designed to be drafted on their own, starting with Spring 2018
-Core sets are coming back starting next year
-The Gatewatch will appear less often in story and in sets
-Masterpieces will no longer be in every set; Ixalan won't have them
-WoTC is getting a new team called Play Design to more thoroughly test Standard and Limited and keep things like Felidar Sovereign from happening again
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 12, 2017, 03:52:26 PM
Going by the theme of C17, I'm doubting Angels will be in simply because they really don't lend themselves to making a five-color deck. I'm expecting stuff like Slivers, Allies, Elementals, or something off the beaten path like artifact creatures or Atogs.

I do not want to see slivers. They're already too easy and good. Atogs would be hilarious but awful since individual atogs rely on stacking one (or occasionally two) resources and I can't envision a deck that can keep enough different 'togs fed to do anything.

So Announcement Week begins today and they are leading with quite the shakeup. (http://magic.wizards.com/en/articles/archive/making-magic/metamorphosis-2-0-2017-06-12)

-"Blocks" are being eliminated entirely; fall, winter, and spring sets will now be independent large sets designed to be drafted on their own, starting with Spring 2018

Oh wow, that's a HUGE change. They sure didn't give the two-block structure much time.

-Core sets are coming back starting next year

Okay, weird.

-The Gatewatch will appear less often in story and in sets

YAAAAAAAY!

-Masterpieces will no longer be in every set; Ixalan won't have them

Interesting.... Again another extremely short experiment. I wonder how often we will see them.

-WoTC is getting a new team called Play Design to more thoroughly test Standard and Limited and keep things like Felidar Sovereign from happening again

Whatever it takes I guess. I don't think people will forgive this again if it happens any time soon.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 12, 2017, 08:22:30 PM
Mm, maybe. I can see Angels coming in all colors, even if they're primary in white and secondary in red, with only infrequent splashes in black/blue/green. But I still think it could be great, especially if it finally gives them a chance to bring in Serra as a commander or something.

As for new stuff:
-Individual sets: I'm cool with this. Gives each particular set its own flavor and allows for more variance, rather than "oh, we just had like 6 months of artifacts, can we please have something else"? It offers more variance in gameplay while staying on-flavor, which means a lesser chance of one deck dominating all of Standard, as we've been seeing for a very long time now.
- Return of Core sets: I started playing a little while after Origins (more specifically, when Gatewatch came out), so I don't mind seeing this come back, especially if it gives them a chance to bring in much-needed reprints into both Modern and Standard.
- Gatewatch reduction: Thank god, they're getting boring.
- Fewer masterpieces: Not sure how I feel about this. Don't really care since I rarely buy sealed.
- More playtesting: God yes. I really hope they put a little more attention into the effect of new cards on Modern too, sooner or later. (Also I think you're referring to Felidar Guardian, right?)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 13, 2017, 03:24:36 PM
So summary of updates from today:

-Aetherworks Marvel is getting hit with the banstick in Standard
-more official confirmation of the MMO
-Amonkhet will be the last content update for Magic Duels; development efforts are being refocused to its successor; more details will come at Hascon
-All future digital products are intended to be linked to a single account
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 13, 2017, 03:32:03 PM
can't they just focus on making mtgo suck less or something
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 13, 2017, 04:51:51 PM
-Aetherworks Marvel is getting hit with the banstick in Standard

Oh shiiiit! I did not expect that, but I can't say I think it's wrong. Yeah, this is definitely a historic standard.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 14, 2017, 03:14:22 PM
Announcements from today: (http://magic.wizards.com/en/articles/archive/news/25th-anniversary-announcement-day-2017-06-14)

-The Ixalan sets come out on September 29 and January 19
-A multiplayer boxset for Ixalan comes out on November 24
-Duel Decks: Merfolk vs. Goblins comes out on November 10
-This year's From the Vault set will be dual-sided transform cards and will release on November 24
-A 25th anniversary Masters set will come out in March 2018
-The spring 2018 set will be a return to Dominaria
-a new core set will come out in July 2018
-Unstable, the third silver-border set, comes out in December 2017
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 14, 2017, 03:49:33 PM
Very cool stuff. Don't really care about un-sets but it's nice they're still in the works. Hoping the Masters sets bring good reprints in with the core sets. Return to Dominaria is probably the coolest news to me.

I wonder what the new FTV will have. Delver of Secrets and some of the flipwalkers for sure... Westvale Abbey? Archangel Avacyn?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 14, 2017, 04:08:26 PM
I wonder what the new FTV will have. Delver of Secrets and some of the flipwalkers for sure... Westvale Abbey? Archangel Avacyn?
I can see some of the other popular double-sided cards of the time like Huntmaster of the Fells and Bloodline Keeper getting in, and Civilized Scholar and Thing in the Ice are really neat thematically.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 16, 2017, 01:21:33 AM
yooooo so while I wait for all the pieces of my Ayli deck to get here I'm changing my Sydri combo/hate deck into a Breya deck that's faster, more active, and more aggressive. Can I get some advice on what to take out and what to put in?

http://tappedout.net/mtg-decks/15-06-17-breya-wip/

I'm just not sure at all of what to do with this hot mess.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 16, 2017, 02:52:09 PM
Also whoa these Hour Of Devastation cards. Gatewatch can handle the eldrazi but they can't handle Bolas!

rip in pieces and make room for new planeswalkers

i for one welcome our new god pharaoh dragon overlord
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 16, 2017, 03:57:20 PM
yooooo so while I wait for all the pieces of my Ayli deck to get here I'm changing my Sydri combo/hate deck into a Breya deck that's faster, more active, and more aggressive. Can I get some advice on what to take out and what to put in?

http://tappedout.net/mtg-decks/15-06-17-breya-wip/

I'm just not sure at all of what to do with this hot mess.

My suggestions are all going to bear in mind the metagame that I play in, which might not be as relevant to you, but here goes:

-Cut the combo enablers, or at least most of them. Pili-Pala, probably Grand Architect even though it has non-combo applications, Voltaic Construct, Mycosynth Lattice, Thopter Foundry, Sword of the Meek.

-Cut most of the prison cards. Propagands, Ethersworn Canonist, Crawlspace, Darksteel Forge.

-Cut Dromar's Charm because it's not very good.

-Add token generators. Myr Battlesphere, Sharding Sphinx, Pia 'n Kiran, possibly Pentavus. Tempered Steel and other anthems, maybe with Ajani Goldmane.

-Add token payoffs. Jor Kadeen, Marionette Master, Crescendo Of War if you're feeling crazy. Maybe Sword Of The Paruns.

-Add Momentary Blink because it's the best. Probably Eerie Interlude as well.

-This may not work, but consider a minor lifegain subtheme since Breya can gain you life. Archangel Of Thune and Well Of Lost Dreams could do a lot of work in theory, especially if you add a couple more ways to incidentally gain life like Sphinx Of The Steel Wind and Sword Of War And Peace and so on.

-Stealing opposing effects is always worth a slot, even if it's off-theme. Memory Plunder, Phyrexian Metamorph, Blatant Thievery, Spelljack, Debtor's Knell, Grave Betrayal, possibly Wrexial. No need to go nuts with these effects, but they're often nice to have a few of.

-Lately I've been enjoying the hell out of counters with significant upside. Confirm Suspicions and Insidious Will are very good, especially Confirm Suspicions in this deck since clues are incidentally artifacts.

-Add a few goodstuff cards in your colors like Unburial Rites, Reiterate, Recurring Insight, Decree Of Pain, and Rush Of Knowledge.

-Every deck should always be playing Relic Of Progenitus.

I know those aren't real focused suggestions, but that's what comes to mind. Hopefully at least a little of that helps.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 19, 2017, 07:27:42 PM
http://mythicspoiler.com/hou/cards/avatarofwoe.jpg

...Aku?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 20, 2017, 02:58:53 PM
so who's ready for Locust God to go in every Niv-Mizzet EDH deck ever
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 20, 2017, 05:05:52 PM
I'm not super up on my lore, but are the new gods good or bad? They look super sinister but some of the art and flavor text seems to imply they're fighting against Bolas.

When we saw the Locust God art on the invocation of Through The Breach I was real worried it was an Eldrazi. Glad to see that's not the case.

Also, holy graveyard removal Batman. We went from no graveyard removal to a tiny bit of underwhelming graveyard removal to two of the best graveyard removal cards ever printed.

Edit: Okay, my confusion about the new gods is based on a mistranslation. Fair enough! They obviously evil. And it really looks like they're just in Grixis colors, which means there will probably be one more and it will be U/B.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 21, 2017, 02:04:37 AM
I'm not super up on my lore, but are the new gods good or bad? They look super sinister but some of the art and flavor text seems to imply they're fighting against Bolas.
The monocolor gods were originally part of the plane but destroyed and remade by Bolas, forgetting their original role and becoming part of his trials. We don't know a lot yet but the implication seems to be that the plane and its inhabitants, gods included, have outlived their usefulness.

The dual-color gods we know pretty much nothing about so far other than that Bolas erased their existence from the history and memory of the plane.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 22, 2017, 05:17:29 PM
Holy fuck that Scarab God.

So I've really been getting into commander deck ideas and since the Rashmi free-casting deck I have in mind is going to be stupid expensive, I've been thinking about building just a cruel, mean control deck with Merieke Ri Berit centered around the theme of copying opponents or stealing from them. What makes her so cool as a commander is that she's so exploitable, because if she untaps, the creature she steals isn't given back-- it dies-- so I can just use cards that let her untap or blink her for easy removal and theft. Which combos super well with Scarab God. Steal a creature, use it or kill it, and then exile it from your opponent's graveyard, and make it a 4/4 zombie you control. I love it and I want it. It's graveyard control AND universal reanimation that in a lot of cases will have upside by making it a 4/4. So cool.

The Scarab God seems like it would be a fun commander too, but it seems like the kind of commander that would get you hated out of the game pretty much instantly...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 23, 2017, 08:55:55 PM
Scarab God looks cool but I already committed myself to making a Gisa and Geralf deck once Shadows rotates out in the fall

I mean, what else am I going to do when I just keep having blue/black lands practically falling into my lap
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 23, 2017, 09:13:54 PM
You could always run it *in* Gisa and Geralf. Good synergy there.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on June 24, 2017, 01:43:49 AM
Also, I picked up a Momir Vig, Simic Visionary Avatar on MTGO so I could play Momir Basic. It's... actually pretty fun!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Mеа on June 26, 2017, 03:46:43 AM
So I'm kinda curious, what's the general opinion of the mtg playerbase of the way the company people handle the business decisions (like the releasing of new cards or etc) of the game?

Because for yugioh, at least, the sentiment is "fuck you konami". Wondering how it is for over tcgs
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on June 26, 2017, 04:46:44 AM
Uh... I don't really think I fully grasp the question. Could you ask something more specific? Or maybe several more specific questions? What are we talking about exactly here?

To answer the question VERY broadly, Wizards has a lot of goodwill but has been eroding it a bit lately by pushing their storyline characters way way way too hard, leading to game imbalance and lore fatigue. They mostly have a system that works and that people are basically happy with, but they've been experimenting lately with different formats for releasing cards, while simultaneously they've had a number of huge slip-ups that have people nervous. I'm sure there are some people who would disagree with that characterization (I'm probably one of the more positive people you'll find when it comes to Wizards, so plenty will have more negative takes), but outright outrage is relatively rare thanks to the trust they've built up over several decades.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on June 26, 2017, 04:48:56 AM
It's a pretty huge playerbase so it's a pretty wide spread, although it seems a lot more positive simply because a significant number of Wizards staff are willing to engage with the public on social media and give some transparency into the development process and when things go wrong, are willing to admit fault and explain where in the process things went wrong (and to be fair, a lot of things have gone wrong lately, with a notable number of cards needing to be banned in the standard rotating format that doesn't usually require a banlist)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 01, 2017, 04:07:03 AM
Well, full reveal for Hour of Devastation (http://magic.wizards.com/en/articles/archive/card-image-gallery/hour-devastation) is out and there's quite a few things that stand out to me

-God-Pharaoh's Faithful is basically Yoked Ox with a situational upside, so it feels slightly more exciting to pick up with some of the stuff that profits off of lifegain in the set
-Reprints include Traveler's Amulet from Theros/Innistrad, Sandblast from Fate Reforged, Manalith from M12, and Unsummon. Also Strategic Planning from Portal Three Kingdoms because sure why not
-People are going wild for Striped Riverwinder's art because of how different it is from the norm
-I feel like there is a limited deck with Ramunap Excavator and a bunch of deserts
-Overcome feels like the most phoned-in name and design but it was bound to happen eventually
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on July 01, 2017, 04:17:20 AM
I'm a little bummed that there's no commander for my mummy Commander deck in here, but I LOVE the art on Unorthodox Tactics so a foil copy of that is definitely going in...

Striper Riverwinder's art is great. Much more from that artist plz!

Crested Sunmare is the most left-field card ever. It's an expensive creature with no ETB value that doesn't protect itself and needs outside support to work, but I think it's STILL really solid. And aside from that it's just, you know, super silly.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on July 07, 2017, 05:12:56 AM
There's finally a local place running pauper events. Weekly even. Went to one earlier and it was a blast. 14 players, I placed third with my Golgari Aristocrats. Only lost to first place and I beat him in round two. Everyone was pleasant, although there were a handful of people running reeeeeally awful decks with like, bad vanillas and bad auras and stuff.

Definitely going back next week, and I'm probably going to buy some cards to tweak my deck a bit. Although I had a big stack of cards to tinker with it with that I totally misplaced when I moved recently, which is driving me fucking crazy. I know if I re-buy everything I'll find those cards instantly... Probably going to build a second deck too. Maybe Cavern Harpy or Slivers or something.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on July 09, 2017, 12:32:37 AM
Okay, so I had the craziest prelease experience ever for Hour Of Devastation.

My prerelease promo was Scorpion God, which was already pretty good. In my packs I opened a foil Samut The Tested. Played Jund, placed second, won eight more packs. Out of those packs I pulled four mythics in a row followed by an invocation.

So all things considered I opened foil Scorpion God, foil Samut, Crested Sunmare, Uncage The Menagerie, Nicol Bolas, Scarab God, and an Avatar Of Woe invocation. Which was the one invocation I wanted out of the set and that I would have paid cash for on the spot.

So. Uh. That was pretty good.  :V
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 09, 2017, 01:42:47 AM
Went 2-2 in my prerelease. Prerelease promo was Swarm Intelligence which probably is going to do nothing, but got a foil Bolas which I'm probably going to trade in so I can spend another drafting season without having to spend any money out of pocket.

Also responding to a god with a counterspell feels both mean and satisfying
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on July 14, 2017, 03:52:12 AM
Went 4-0 at Pauper this week after tightening the deck up a bit. I removed the Ivy Lane Denizen combo in exchange for more aggro stuff and maindecked two copies of Death Denied for more gas. Seemed to go pretty well, although I definitely had quite a few big strokes of luck (and some bad luck to go with it of course).

The big question at this point is how to keep my action flowing. Death Denied has been doing a decent job, but I don't know how many copies I should be running or if Wander In Death would be preferable. And I'm starting to think some cycling lands might be wise, although the blow to my curve might not be ideal. Or I could just go all in with a few Rite Of Consumptions and hope I'll win before I go dry, I don't know. Lots of ways I could take it, which is a good place to be.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 14, 2017, 05:51:37 AM
My Orzhov EDH deck with Ayli, Eternal Pilgrim as the commander is complete for now! http://tappedout.net/mtg-decks/eternal-circle-of-life-and-death/

Complete, as in "it's playable", at least. I can think of quite a few changes that would definitely make it better-- Demonic Tutor, Entomb, Urborg, Maze of Ith, Strip Mine, Xiahou Dun, stuff like that. But it's delightfully fun to play.

Still working on my Breya token-based deck. Really need to give it a solid plan rather than being spread too thin. Have added a handful of your suggestions, ccool, but still struggling to decide what goes in and what stays out.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 22, 2017, 03:56:48 AM
Man, it's so rough being back into Magic again. I have 2 commander decks and there's about 4 others I really want to make with others in the realm of "oh maybe sometime" in my head.

(and they are:
Karlov of the Ghost Council or Oloro, Ageless Ascetic (but probably Karlov because I hear Oloro is super hated)
Marchesa, the Black Rose (I wanted to do Queen Marchesa but a lot of ideal cards for her are crazy expensive)
Zada, Hedron Grinder (super duper cheap and hilarious)
Rashmi, Eternities Crafter (extremely expensive but would be oh-so-fun)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 22, 2017, 04:15:50 AM
Right now I really want to build a General Tazri deck because all of the good allies I don't already have are less than a dollar each and it seems like a good entry point for making a 5-color deck. Mana base is probably going to be a bit on the slow side if I want to keep this a budget build but I think I can make it work
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 22, 2017, 05:22:01 AM
Keep in mind a 5 color deck can run all the mana dorks too! That could help you. (or just drop a Mycosynth Lattice and make color not matter at all). You'll also be getting a new toy in that new 5-color dragons precon in C17-- the artifact dragon that lets you get WWUUBBRRGG in your mana pool and stuff.


The more I look at Marchesa, the more fun she looks. There's just so much to abuse there and I do love Grixis colors. But there's still a solid chunk of money I'd need to invest into making a deck with her good.

Oloro and Karlov, on the other hand, less so, since I already have a lot of the staples for white-black in my Ayli deck. And Zada, who cares, half the deck is cheap-ass pump spells, the other half is goblins and stuff. Only really pricey pieces would be stuff like Blood Moon, Chandra(s), and Eldrazi Monument; stuff like that.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 23, 2017, 04:09:38 AM
Keep in mind a 5 color deck can run all the mana dorks too!

I am putting in Beastcaller Savant to stay on theme thinking I might be willing to go with some non-plane-specific mana dorks like Birds of Paradise or stuff like Farseek and Sylvan Scrying to dig out any colors I need

Meanwhile, we just got more details on Unstable and it looks like Contraptions are finally happening (also Steamflogger Boss is getting reprinted)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on July 23, 2017, 04:24:26 AM
Is it bad that I just don't get all that excited about un-stuff? Like yeah, it's cool from a novelty standpoint, but when I buy cards, I want cards that I can actually use in constructed formats. Un-cards are only legal in un-block draft/constructed.

Still, cool to see that the meme is finally coming to fruition.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on July 23, 2017, 04:53:20 AM
Is it bad that I just don't get all that excited about un-stuff? Like yeah, it's cool from a novelty standpoint, but when I buy cards, I want cards that I can actually use in constructed formats. Un-cards are only legal in un-block draft/constructed.

Still, cool to see that the meme is finally coming to fruition.
Yeah, that's the main thing I hear against Un-sets, I'm mostly interested to see what mechanics possibly get worked into mainline sets in the future (like BFM providing the inspiration for Meld or Rocket Powered Turbo Slug's super haste being the basis for the Pact spells)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 03, 2017, 02:07:07 AM
I've been continuing to significantly alter my Pauper deck on a weekly basis and I think it's homing in on being close to a good deck. The thing that I'm struggling to wrap my head around currently is cycling lands. They're great in Pauper because card advantage is weaker so getting mana flooded is much more problematic (and it's already very problematic in most formats) so cycling lands are very valuable, but you can technically play a ton of them if you want. It's totally plausible for a two-color deck to play 100% cycling lands and I wonder if that might not be kind of viable. You lose out on a lot of explosive start potential though which is rough, and killing a turn-one Delver is often very important so sluggish starts can bite you at times.

It's tricky, but I really like the feeling of being able to make numerous large changes to my deck every week while keeping the feel of it and homing in on a better and better version of the deck. Definitely feels like the changes matter which is good.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on August 09, 2017, 01:24:14 PM
so those C17 reveals are looking pretty good so far

I was torn between whether I wanted to get the Cat deck or the Vampire deck but the reveal of that Mardu vampire legend pretty much sold me
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on August 09, 2017, 10:12:02 PM
Yeah all of these decks seem pretty bomb so far. I'm kind of tempted to just get all of them? Their value spikes so damn hard. I got Breya's deck last year for retail price and it's worth more than twice that now. The Ur-Dragon card itself-- just the card-- is already like $22 according to mtggoldfish.

I wanted the Vampire one because I'm really getting into Mardu, but also the Wizards because fuck yeah Wizards, but at this rate, they all seem quite worth the money.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 11, 2017, 04:40:00 AM
I put together a Scorpion God deck recently because he seems like a great compromise between being easy to cast, resilient, a powerful engine, and capable of swinging and actually killing people with commander damage. I just picked up the last few pieces today so I haven't tried it yet and I never get Commander decks right on the first try so I'm sure I'll need to do a lot of tinkering. But wow, some of the staples are shockingly expensive. There are a bunch of -1/-1 counter-based uncommons that have risen into the $3-6 range recently and some rares that were a dollar a few years ago are in the $5-10 range. I wonder if this is blowback from some of those cards being played in Atraxa or something.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on August 12, 2017, 02:34:58 AM
Probably because of Atraxa and Amonkhet in general being a -1/-1 heavy set for brewers to play around with? I dunno,

I'm preeeeetty sure I'm just gonna get all 4 of these commander 2017 decks. The Vampire and Wizard ones for SURE. The dragon one doesn't really intrigue me on its own, but it has SO MANY COMMANDERS in it. Definitely would be fun for a rainy day. The cat one I don't actually care about too much, but cats are popular and it'd be good trade value, so why not.

Also! My newest EDH deck is... pretty much done? Check it out. (http://tappedout.net/mtg-decks/the-rattlesnake-fortress-of-queen-marchesa/) It's a Queen Marchesa pillow fort/aikido deck that uses opponents and politics as my weapon. I'm excited to try it out.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 12, 2017, 02:58:40 AM
Queen Marchesa is interesting. I think she's much less powerful than the other Marchesa, but the other one is so ridiculously and seemingly deliberately overpowered that this one seems like a better choice.

I see you're running Shred Memory. That's a card I've increasingly become a fan of lately. Virtually no deck runs enough graveyard removal, but outside of graveyard abuse emergencies it's your third Lightning Greaves at worst, which is really really good.

Have you considered running Dread and Teysa, Envoy Of Ghosts? You're already running No Mercy, and they're similar.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on August 12, 2017, 09:53:56 PM
Shred Memory's purpose is twofold. It's graveyard removal, yes, but more importantly, it's a 2-drop tutor as it can transmute, which can fetch pretty much any of my cards that I intend to win the game with. This deck capitalizes on greedy gameplay of opponents-- so if you ramp a lot, grab Price of Progress. Swinging with something big or casting a big damage spell? Deflecting Palm. Feel like a boardwipe is coming? Grab Boros Charm. Opponent swinging with a bunch of creatures? Get Batwing Brume or Rakdos Charm. Need a dramatic game changing sorcery? Get Burning Wish. Got Master of Cruelties in hand? Get Key to the City.

The deck specializes in having answers whenever needed by capitalizing on card draw and keeping it flowing with the Monarch token, and eventually making yourself invulnerable to most things with Solitary Confinement, preferably combined with Necropotence or Phyrexian Arena to give you stuff to pitch to it.

Sunforger is also a key card as it allows me to tutor up and cast instants (which I have a LOT of) at instant speed. So with the Tutor suite, the Shred Memory, Burning Wish, and Sunforger, I'm packing a toolbox deck full of answers to be grabbed at any time needed.

As far as Dread and Teysa go, I've considered them. Teysa's actually in my "sideboard" of sorts (read: handful of cards I have in the back of my deck box to experiment with as needed). The only real reason I'm not running her is that I wanted to keep my deck capped at 5 mana, giving it a tight, versatile curve. It doesn't play HUGE threats because not only are those expensive and really hurt to have destroyed (with no real way of reanimating them), they draw the ire of the table and encourage opponents to attack you when the goal is to play the politics game instead. You're not playing any real tricks with this deck. You're just setting up a system where it's just not rational or reasonable to attack me, because either it will tax you or you'll be punished with losing life, creatures, permanents, that kind of thing. The goal is to make the deck feel like a stax deck when you're targeting me, and a group hug deck when you're targeting opponents. That's where cards like Duelist's Heritage come in-- I'll help you out by giving one of your dudes double strike if you don't swing at me. (Or, I'll give you double strike when you're swinging at me and Deflecting Palm it back at you). Lots of versatility.

I'm really excited for some of the new C17 cards. Mathas, one of the vampire commanders, lets you put bounty counters on creatures which encourage opponents to use resources to kill other opponents' stuff for me-- and everyone but the targeted opponent is rewarded! Disrupt Decorum literally forces everyone to attack each other while leaving me alone, and Teferi's Protection lets me phase everything out and protect me from big threats from a turn. Very cool stuff.

And yes, I do want to build the other Marchesa too, but that's a deck for a later day.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 12, 2017, 10:37:01 PM
Played my Scorpion God deck a few times earlier and it ran great. I was drawing tons of cards and making huge plays every turn. The downside was that even though I run a ton of mana rocks mana was very tight, meaning I rarely go to use my commander's ability to spread counters around, and my board presence was usually concentrated in just a few huge cards.

Not sure I would really make any big changes at this point honestly. There are a few cards I'd like to add but nothing really felt like it underperformed.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on August 16, 2017, 06:15:08 AM
God, I love my Queen Marchesa deck. It works so well.

...meanwhile, I'm incredibly stoked for Inalla. She's fucking amazing and synergistic and I'm excited to build around her. One word: Panharmonicon.

If Inalla is on the battlefield, she gets 2 triggers. Cast a Wizard with an ETB effect. 2 triggers. Get 2 more of that wizard. 2 more ETBs each. 6 fucking ETBs for an extra 2 mana per Wizard cast.
(If she's not on the battlefield, Panharmonicon doesn't trigger her, but it still triggers the Wizard's ETBs and its copy's ETBs, so 4 triggers with her in the command zone.)

Consider Champion of Wits, 6 times. Draw a ton of cards and yeah, you'll have to discard a bunch, but that's okay. You want your graveyard filled with wizards in the endgame anyway.
Anathemancer, 6 times. Damage equal to number of nonbasic lands on target opponent. Times 6.
Aether Adept, 6 times. Bounce 6 creatures.
Archaeomancer, 6 times. Get 6 instants or sorceries back.
Dualcaster Mage, 6 times. Copy a spell 6 times.
Master of Waves, 6 times. Get your devotion to blue in elementals. Times 6. This deck is primarily blue. Just let that sink in.
Sower of Temptation, 6 times. Steal 6 of your opponents' creatures. (And sac them to Ashnod's Altar and cast more stuff.)
Puppeteer Clique, 6 times. Get 6 creatures from your opponents' graveyards, swing with them, and then sac them or let them get exiled. (Also infinite ETBs if you run Ashnod's Altar + Nim Deathmantle)
Aven Fogbringer, 6 times. Bounce 6 of your opponent's lands.
Venser, Shaper Savant, 6 times. Bounce 5 of your opponents' permanents, and then the original Venser back to your hand. Repeat. Yes, it's legend rule restricted so the copies can't stay, but he's essentially an instant that reads 2UU: Return 5 target spells or permanents to their owners' hands, buyback 2.
Trinket/Trophy/Treasure Mage, 6 times. Grab 6 artifacts of qualifying CMCs.
Noggle Hedge-Mage, 6 times. Tap 12 permanents or deal 2 damage 6 times as you please to target player(s).
Faerie/Merrow Harbinger, 6 times. Fetch 6 faeries or merfolk, if you have them. Not really necessary, but they let you grab...
Mistbind Clique, 6 times.  Champion the second copy to the first copy, tap two opponents out, then champion that to the original, tap another out... I think? How would the stack work on that... anyway that or
Wanderwine Prophets, swing into extra turns.
Dack's Duplicate, 6 times. Copy any 6 creatures. Whether or not you get to duplicate copied Wizards, I'm not sure. But ridiculous either way.

And finally,
Bloodline Necromancer, 6 times. Remember when I said we're okay with Champion of Wits filling the graveyard? Bring 6 Wizards back to the battlefield, trigger Inalla 2 times for each, just dominate the game. Best with Ashnod's Altar. Keep in mind you can bounce the Necromancer back with Venser or Aether Adept, sac EVERYTHING to the Altar, recast the Necromancer, DO IT ALL OVER AGAIN. Repeat the process and bounce all of your opponents' permanents and swing for kill or just bounce everything but their lands and kill with Anathemancer or Noggle Hedge-Mage damage.

Stuff like that. Then fill your deck with flicker and reanimation spells. And Marchesa, the Black Rose, because recursion is amazing and lets you be aggressive. Also, Havengul Lich. Also, Corpse Dance/Dawn of the Dead with sac outlets to allow you to keep using the wizards you bring back.
Also, Azami, Lady of Scrolls. Tap those wizards that will just be exiled anyway and draw cards, or tap them with Inalla if she's on the battlefield and do damage.
Paradox Engine to keep using Azami every time you cast something. Or your Sol Ring. Free double Inalla payment for every Wizard you cast.
Arcanis the Omnipotent, copied twice. Tap the second copy, draw 3, destroy it to legend rule. Tap the first copy, draw 3, destroy it to legend rule.

My GOD she's cool. I need to get in on this.


...does Sundial of the Infinite let you keep the copied wizards that would be exiled at the beginning of the next end step? Like, let the end step begin, exile triggers on the stack, end the turn with the Sundial to exile triggers on the stack? Because holy shit.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 19, 2017, 01:56:33 AM
I've been tinkering with my Pauper deck a lot, and it's got a crazy roller coaster of a record where it tends to only first-place events or not win a single game all night, but currently it's at a peak. I've started the perverse process of foiling out my Pauper deck with some nice foil Ravnica basics, and I'm keeping an eye out for foil copies of some of the key cards (I would love to have some original foil Rancors, but that's obviously an enormous waste of money).

Our Pauper group is badly warped toward hardcore permission which is kind of letting the few very aggressive decks in the metagame to run rampant. And has the unfortunate downside of dragging out events because at least one game goes to time every single round. It's still a ton of fun though. Playing against 36/36 possible Counterspells in nine matches is rough, but I feel like aggro still remains very viable despite lower overall creature quality and higher overall permission and card filter quality than in Modern.

Edit:  Matsuri, I know you love Gift Of Orzhova, and I just realized that I think it's amazing in my B/G Aristocrats sideboard. I've struggled with strong creature matchups in the past (Slivers and Stompy tend to beat me, and I've only squeaked past Bushwhacker because the guy who used to run it isn't very good).

I'm running Sylvok Lifestaff right now for aggressive matchups, but I think Gift puts me just as far out of reach while also racing faster, and I'm not really worried about it being removed against any of those decks. And if Slivers wants to bring in Ray Of Revelation against me to deal with it then they're welcome to do so. A Carrion Feeder with Gifts seems terrifying. And it turns out foil Modern Masters ones are $0.39. Score!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on August 20, 2017, 08:01:12 AM
The stained glass wings are valid!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 21, 2017, 10:34:21 PM
So I have a Nekusar The Mindrazer Commander deck that I think I'm going to take apart because my group seems to hate playing against it. Thinking of making it Mairsil The Pretender instead since he's very build-aroundable. Finding really solid combos with him has been tricky. Can anyone think of any super sweet Mairsil tech?

Here's what I got so far:

-Aetherling: Gives him the ability to supercharge his theft ability by blinking into play during each turn while also providing protection and making him a legit threat for commander damage kills.

-Chainer, Dementia Master: Stealing his activated ability lets you skip the drawback. Seems pretty legit.

-Arcanis The Omnipotent: A really powerful activated ability plus an emergency protection ability.

-Grenzo, Dungeon Warden: Mairsil has decent power and odds are your deck is already playing a lot of creatures and graveyard synergies.

-Twisted Abomination: Swampcycle and then exile for decent-ish value and protection.

-Nevinyrral's Disk: Any regeneration or indestructible effect makes this the most obnoxious lockdown ever. Probably not actually going to play this because it seems too shitty, which sucks because Disk is a valuable means of removing enchantments in these colors.

I haven't really been able to come up with many cool artifacts to use. There are a few expensive artifacts with activated abilities that I could cheat in early, but most of them (Aladdin's Lamp, Summoning Station) seem pretty underwhelming for one reason or another.

I also have a few rules questions with him. If I steal Nezumi Graverobber's abilities can I also use the Nighteyes The Desecrator ability? His Gatherer page answers my question about what happens if I try to equip him to something (nothing), and hilariously he can be crewed (to little effect), but I'm not clear on how split cards work.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on August 22, 2017, 04:55:14 AM
Not sure how it works with flip cards. I wanna say no by default, but who knows?

I haven't done much theorycrafting on Mairsil, but some other ones I've been hearing about are Quicksilver Elemental (takes away the "once per turn" limit on activated abilities. And maybe I'm just an asshole, but I would so chain Nevinyrral's Disk and Aetherling and just keep the board nice and tidy.

Also, Gilded Lotus and Basalt Monolith seem like good cards to cage. Anthroplasm + Sage of Hours gives you basically 5 mana for an extra turn every turn. Voidmage Prodigy may seem like a conditionally good card to cage-- you can pay 2 and sac a Wizard (or Mairsil himself) to counter a spell. Caging Torchling will let you redirect spells targeting Mairsil. Caging Cavern Harpy lets you pay 1 life to bounce Mairsil back to your hand in a pinch instead of the command zone. Hateflayer gives you a damaging UNTAP ability, which will let you do another tap ability. Caging Dralnu, Lich Lord gives you a Snapcaster effect when tapping. Caging Jace's Archivist lets you tap and force everyone to discard and redraw their whole hand, gives you more fuel and messes with opponent hands. Razaketh and Scarab God seem good as well, as does Havengul Lich.

Basically, a lot of the creatures and artifacts here: https://edhrec.com/commanders/mairsil-the-pretender
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 22, 2017, 12:18:24 PM
Ooh, Shauku, Endbringer and Patron Of The Moon are spicy.

Definitely playing a few untap-as-cost abilities I think. Knacksaw Clique is probably a little too expensive to be good but it sounds nice on paper.

Cavern Harpy is definitely on my list. I just think it's a cool card in general. Been trying to build a pauper deck around it for a while.

Scarab God seems great but it's probably a bit too pricey right now. If I come across one it's definitely going in but I can't see myself paying that much for it directly.

Phyrexian Ingester is hilarious but also weirdly expensive.

So yeah, it definitely seems like there's enough here for a deck. Slightly concerned it's going to end up being way too linear, but if it does then I probably won't have invested much in it and I can just default back to Nekusar if it gets boring.

Edit: Ooh, Mirage Mirror seems like a good one. Dodges board wipes and removal by changing card types, becomes copies of big creatures while retaining the ability to do commander damage, and you can use your other activated abilities and then transform once they're spent.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on August 26, 2017, 04:22:26 AM
Got the Vampire C17 deck just before my store sold out, managed to get a game in against the other three decks. Got facerolled by the Cat and Wizard player teaming up on me but did manage to knock out the Dragon placer with a pumped-up Licia. Also managed to cast Teferi's Protection during a boardwipe so that was fun

Stuff I want to swap in from what I have on hand:
Always Watching
Bloodbond Vampire
Bloodline Keeper/Lord of Lineage
Cliffhaven Vampire
Defiant Bloodlord
Drana's Emissary
Indulgent Aristocrat
Sorin, Grim Nemesis
Stensia Masquerade
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 27, 2017, 12:29:43 AM
Bought a vampire deck because why not. There's definitely some good stuff in there.

Ordered like ten copies of Path of Ancestry as well, since it's strictly better than the tri-lands which makes it a must-have in 3+ color decks, and it's probably playable in a lot of one and two color lists as well. Looking forward to trying it in my Scorpion God deck even though it only contains a single god (Mr. Scorpion) because he ends up in my hand a lot.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on August 27, 2017, 05:01:16 AM
Path of Ancestry looks like it solves a problem I was having with the Tazri deck I was theorycrafting, namely "how do I get a good multicolor manabase without completely breaking my budget". The fact the scry bonus works perfectly with what Ally decks typically want to do is a bonus, really
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 27, 2017, 01:10:24 PM
I mean, one card isn't going to fix your problem by itself. But you can have a decent five-color mana base on a budget, yeah. Transguild Promenade and Rupture Spire are very acceptable, the vivid lands are solid, and even the Shimmering Grotto variants should get the job done. Cap that off with Command Tower, Path of Ancestry, some high-quality, low-value colored mana rocks (Commander's Sphere, Darksteel Ingot, Felwar Stone), a handful of basics, and both hard and soft land tutors (Cultivate, Kodama's Reach, Evolving Wilds, Expedition Map, and Sylvan Scrying) and you should be in business for just a few dollars. It won't be perfect, but it should be very usable.

Edit: There was also a time when I was very fond of five-color domain decks (basics only, or at least if I was playing nonbasics they would only be in play briefly before fetching a basic) and those are technically cheap and powerful if you dedicate enough of your deck to them. The problem is that the most powerful effects they enable are really awful to play against. Destructive Flow, Back To Basics, and Ruination are strong but harsh. Price Of Progress and Natural Order are less game-ruining and still strong, but those effects alone aren't really enough to justify building the deck. Virtually none of the actual keyworded Domain cards are playable in Commander with the exception of Tromp The Domains and the recently-printed Prismatic Geoscope, but if your group can/will handle the oppressive nonbasic hate then that may be the way to go. Just stock up on Rampant Growth and Traveler's Amulet effects, weight your land distribution heavily toward green, and hope that the weird effects that you now have access to are good enough to counteract the much slower rate that your mana will develop without high-quality multilands.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on August 28, 2017, 03:18:06 PM
So today we get official reveals on the Ixalan rares and mythics that were leaked a couple months ago. I was avoiding them until we saw them from WoTC themselves and woooooow there is a lot to see
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 28, 2017, 04:18:19 PM
Seems like a lot of the set, a much higher proportion than normal, is hot garbage. But the official spoilers look interesting so the first wave of leaks was probably just the trash rares.

I LOVE the new flip frame. Not super thrilled about the significant planeswalker buff, but whatever... Also looks like we're still firmly in the "Tiny Leaders is a thing, right?!" design era...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on August 28, 2017, 09:07:31 PM
New Jace is garbage and so are a lot of these new cards and I'm really hoping these are the trash rares because it's kinda disappointing.

That said, explore mechanic seems pretty interesting, kinda like a cross between scry and investigate.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 28, 2017, 10:00:20 PM
Explore is way too complicated. It does like five distinct things. I assume it plays great though or they wouldn't have bothered with something so wordy and convoluted.

Seems weird that they called it that though since "I'll explore" already colloquially means something in Magic and that thing isn't quite what this mechanic does. It's like if they made a mechanic called Bolt but saying "I'll bolt the bird" doesn't quite mean dealing three damage.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on August 28, 2017, 11:19:36 PM
I can be fine with the planeswalker rule change if the plan from here on in is to have only one version of a given walker in Standard at any given time (and I can't think of any case where there is more than one version of a walker legal in a format that people use)

Explore looks like a neat tool for Limited , helps counteract flooding to a certain extent and helps you dig further into your library, both of which I like.

Raid and Enrage make me think this is going to be very aggro-heavy, which concerns me since Amonkhet was also a very aggro-heavy set in Limited and I'm worried about more of the same
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on August 28, 2017, 11:25:35 PM
I'm curious to see if the planeswalker rules change creates some kind of oppressive superfriends list in Modern. Because while it's true that there aren't any major cases of a deck wanting two play two different planeswalkers with the same identity (that I can think of) part of that might be because they can't...

I'm particularly thinking that Gideon Jura and Zendikar Gideon seem like they both want to be in Superfriends, and this probably makes the flipwalkers a lot lower opportunity cost as well.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 06, 2017, 03:27:10 AM
Alright, I've got a sort-of-finalized Mairsil The Pretender deck finished. I feel like it's kind of unfocused, but the original list I was working on was way too focused with like half of the deck being specific Mairsil support with no real payoff. This version is essentially a reanimator deck with an activated ability sub-theme tied together by basically every playable looting effect. The idea is that I'll dig through my deck looking for reanimation effects while pitching creatures, and many of my creatures have activated abilities that Mairsil can pick up. So I can reanimate them the traditional way or soft-reanimate them by playing Mairsil and gaining their abilities. This means that any given reanimation target tends to be weaker than normal since I tended to lean toward creatures with activated abilities more than just the most powerful option every time, but there's still plenty of stuff that's strong enough to apply legit pressure.

I ended up kind of light on control pieces and heavier than normal on board wipes, so I may need to rework the deck to add more spot removal and counters depending on how it performs, but all of the looting effects let me go heavier on mana sources than I would normally prefer since I can just toss any excess lands and mana rocks to a Cathartic Reunion if I get flooded. This is ultimately one of those decks where I'm not sure using Mairsil as my commander is really better than a more conventional Grixis commander, but then again I feel like Grixis hasn't historically had the strongest commanders so hopefully it's fine. Hopefully the payoff ends up being worth how much I had to skew the deck to accommodate him, but I'm not really all-in on him either.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 08, 2017, 08:26:44 PM
Holy shit iconic masters.

Mana Drain, Flusterstorm, Ancestral Vision, Grove of the Burnwillows, and more.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 08, 2017, 09:37:56 PM
Waiting warmly for new Pauper toys.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 09, 2017, 01:36:34 AM
I'm hearing Monastery Swiftspear is gonna be common. If so, holy shit.

EDIT: Saw a clearer picture. Nah, it's uncommon. Still.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 09, 2017, 03:47:26 AM
Oof, yeah, that would have wrecked us. Not sure it would be bannable, probably not, but it certainly would have warped the format.

Nothing seems major on the newly-common front yet. I'll probably be testing Ulcerate over the two Disfigures on my sideboard. Seeker Of The Way is pretty aggressive but I'm not sure there's a home for it. Dragonlord's Servant is common now but I'm not sure what it would be discounting. Dragon Egg caught my interest briefly since I've always wondered if B/R Aristocrats could be a thing, but it seems kind of slow and bad.

Meanwhile, MTGSalvation is reporting Bladewing The Risen as an uncommon. Seriously? :wat: Not that it's super powerful or anything, but you couldn't feel less uncommon than a big splashy legendary dragon. I assume that's a typo, and if not then it's a really weird choice.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 09, 2017, 04:06:56 AM
It's more weird to see a legendary creature as an uncommon. If they keep that up, it could be interesting to make some kind of no-rares EDH format or something.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 09, 2017, 01:28:10 PM
It's more weird to see a legendary creature as an uncommon. If they keep that up, it could be interesting to make some kind of no-rares EDH format or something.
I recall Pauper Commander being something that exists, although it lets you use a nonlegendary creature as your commander due to how limited you'd be for choices otherwise
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 09, 2017, 01:35:55 PM
There are a small handful of non-rare legends already thanks to Kamigawa and Chronicles. None of them are GOOD, but they exist..

And yeah, I vaguely recall a Pauper or Peasant Commander format where you can use any uncommon as your commander. And everyone used Bloodbraid Elf.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 11, 2017, 02:55:12 PM
Well, they revealed the full list for Iconic Masters (https://magic.wizards.com/en/articles/archive/card-image-gallery/iconic-masters).

I thought I would be kind of meh on this set but it looks like with the uncommons and commons the draft environment is going to be very cube-like? Also it has a lot of Tarkir block stuff I liked when it was new so that's a plus
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 11, 2017, 04:47:16 PM
Some of the new art is nice. New commands and Ancestral Vision are spicy.

Uncommon Sanguine Bond is nuts! Wasn't Sanguine Bond pretty expensive?

Wight Of Precinct Six at common might be actual legit pauper teck as a sideboard option against graveyard padding decks, but those all play Gurmag Angler so they can just delve away all the creatures...

Ivy Elemental is this set's rare-to-common.

Wow, several legendary creatures down to uncommon. That feels super wrong to me.

Guardian Idol to common seems like a big deal for Pauper. I don't know what plays that, but I imagine some control decks want to.

Ooh, Oblivion Stone reprint. Well, I dicked around for too long selling my copies...

Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 15, 2017, 06:41:55 PM
Full gallery for Ixalan (https://magic.wizards.com/en/articles/archive/card-image-gallery/ixalan) appears to be up.

There's a lot of good stuff here. Plenty of stuff getting reprinted, a lot of stuff that looks like it's fun to build a deck around, a lot I'd be happy to experiment with in a limited format.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on September 22, 2017, 04:10:48 AM
I cashed in some of my most valuable Modern pieces for high dollar EDH staples. I now proudly own a Mana Crypt, Pact of Negation, flip!Jace, a couple fetchlands, Chrome Mox, stuff like that.

I've decided my jump into truly competitive EDH is going to be a Kess, Dissident Mage Doomsday deck. Still would really like to have a Force of Will, some more fetches/shocks, and a Lion's Eye Diamond, but that's for another time.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on September 24, 2017, 07:42:04 PM
Wound up going 1-3 at prerelease. I went GW dinos with a splash of red when I should have been splashing black (I had a Vraska in my pool and DIDN'T USE IT). I will say GW is absurd when it works well since you can have your low-cost 0/3s and 1/4s hitting for way more than they should. Kind of reminds me of the Assault Formation deck in Dragons of Tarkir, basically

Vraska's probably going in my Mazirek deck partly because she's on flavor and partly because she adds a lot of value in terms of generating fodder for the deck to use.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on September 24, 2017, 09:35:36 PM
I went 2-1 in the prerelease I went to and placed third with Grixis Pirates. The deck wasn't great, I didn't really have any multiples of anything amazing, my only bomb was Air Elemental, and my only rare was Fell Flagship, but two Run Agrounds gave me enough temp to squeak out wins.

Opened a Carnage Tyrant in my prize packs which is nice. That's my buyin back.

By the way, is there a new foil technique? The foils in this set look pretty great.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Spotty Len on September 24, 2017, 09:46:41 PM
I went 2-2 at the prerelease, I had to go home afterwards. (It started at midnight, we stopped around 4:30AM when I lost my second game.)
I got a BWR deck, based around vampires and lifelink, with some red burn for the end of the game. A lot of anti-creatures, with three Vanquish against the weak (though I only used two), Walk the Plank, two Pious Interdictions and one Legion's Judgment.
I had no big finisher, unfortunately. Usually, when the opponent had big dinos making tokens, I found myself getting pretty cornered and couldn't come back from it, unless I was getting my 5 vampire tokens. They combo'd pretty well with Dinosaur Stampede.

Overall, a pretty impressive deck compared to my usual stuff.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on September 25, 2017, 02:23:13 AM
I won my Weiss Schwarz regionals again, going back to New York for Nationals for the 2nd year in a row
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on October 01, 2017, 02:41:57 AM
I've been playing my Scorpion God Commander deck a lot lately and it actually kind of plays accidentally very thematically. Because of how Mr. Scorpion works it tends to want to sit there untapped a lot and just pass, leaving up potential punishing cards for anyone who attacks you, and tap out to kill small creatures and draw cards at the last second to stay stocked up on Sudden Spoilings and spot removal. It's a grindy deck that tries to scare opponents out of attacking you so you can look for an opening to finish someone off, and that's weirdly perfectly flavorful despite not being how I necessarily intended to build it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on October 20, 2017, 02:04:26 PM
http://tappedout.net/mtg-decks/slinging-spells-at-the-end-of-the-world/

My latest creation is complete. Taking my commander game to a new level. Can't wait to try and go off on turn 4-5 on Sunday.

(I basically traded in my entire Modern staples collection to fund this.)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on October 20, 2017, 02:14:17 PM
Do you have a super-competitive Commander group? I'm not saying you shouldn't do that, but I've seen a lot of people locally try to build stuff like that and then be unable to find anyone to play with. Competitive Commander, at least around here, doesn't seem to last long. Although I know it is popular elsewhere.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on October 20, 2017, 06:00:36 PM
Do you have a super-competitive Commander group? I'm not saying you shouldn't do that, but I've seen a lot of people locally try to build stuff like that and then be unable to find anyone to play with. Competitive Commander, at least around here, doesn't seem to last long. Although I know it is popular elsewhere.

Depends who shows up at the LGS on commander nights. It's honestly not a big deal, because I know when it's okay to hold back. I played with a friend recently and had the card that hoses his entire deck in my opening hand (Rakdos Charm vs. Rhys the Redeemed tokens), but I let him enjoy playing until he went in for the kill. Then I dropped it and killed him in one shot.

Holding back helps eliminate risk of disruption when I'm storming off anyway, since I can durdle for a while until I get Pact of Negation or Force of Will in hand. Or I could just make a point of killing with Doomsday instead of Ad Nauseam into Aetherflux Storm.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on October 23, 2017, 02:56:54 AM
I just ordered the parts for a second Pauper deck. Gonna try W/B Pestilence. Honestly the deck looks horrible to me on paper, I don't understand how it survives the early game, but I kind of want to try it and if it ends up being a total flop then the expensive parts (mainly the Chainer's Edicts) are playable in other decks. I think maybe a list that's less all-in than the traditional one and just uses Pestilence as a way to take over games under the right circumstances might do better, but we'll see.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Mеа on October 23, 2017, 11:17:32 PM
a notice to any yugiers here, Linkuriboh is going to be released here in the US as a shonen jump promo. The annual subscription will cost 25$ (there's also a 5$ discount code available), but considering the card will probably get more expensive than that -- and that you'll also get 3 more cards over the next year -- it'll probably be worth it if you happen to be following the game currently

also twitch is currently doing a marathon of the entire first show if that's something that sounds fun to you
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on October 27, 2017, 03:33:12 AM
So I was totally wrong about WB Pestlience in Pauper. It is amazing. Went 3-1 during my first outing with it, only barely losing to the guy who placed first in the third game of the match. With a little fine-tuning of the deck and some more practice I think it's going to be a house. I'm honestly not sure what my bad matchups even are at this point, it's oppressive against all but the most aggressive draws of the fastest creature decks and I'm packing tons of discard in my sideboard to pick apart control and combo decks.

There are few feelings in Magic quite like dropping a Wall of Hope on someone and watching their expression as they read it and try to figure out what on earth you think you're doing.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on November 07, 2017, 04:58:47 PM
Well, they've revealed the decklists for Explorers of Ixalan[/s] and it has some neat reprints and Ixalan rares in it.  Was not expecting Rancor to be in here, let alone TWO copies. (https://magic.wizards.com/en/articles/archive/news/exploring-decklists-explorers-ixalan-2017-11-07)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on November 09, 2017, 06:50:09 AM
so i started playing the pokemon tcg online because i wanted a game i could play at home

(https://i.imgur.com/BAoqaZY.png)
 i regret this decision
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Jq1790 on November 09, 2017, 12:39:52 PM
Trust me it's not worth it.  RNG usually seemed to hate me too when I played for a bit.  Bad enough dealing with it on the few free packs I could get, much less in actual gameplay too where it sometimes felt like it had it out for me
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 09, 2017, 01:56:57 PM
Honestly the online Pokemon TCG is really good. The Pokemon card game itself is sketchy, but it's not unplayable. And the online client is pretty great. If Magic Arena comes out something like a slicker version of Pokemon TCG online then it'll be amazing.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: hyorinryu on November 09, 2017, 10:27:39 PM
I don't peak my head in to the mtg community often, but they seem to be doing a lot of reprints lately and it's gotten the investors kinda antsy. It made me want to ask you guys what you thought about the Reserved List?


I want to play casual Yugioh/mtg, but no one to play with :(
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on November 09, 2017, 11:35:42 PM
I don't peak my head in to the mtg community often, but they seem to be doing a lot of reprints lately and it's gotten the investors kinda antsy. It made me want to ask you guys what you thought about the Reserved List?
The Reserved List is kind of a bad idea but an idea that the community pushed them into at the time due to the massive backlash over the release of Chronicles. As it is, any cards that are on the Reserved List will probably stay there until WoTC/Hasbro legal can figure out a way to get out of it and nothing new is going on there. If anything I'd like to see some of the investors lose out because their speculation on competitive staples heavily hurts the game by raising the barrier to entry for constructed formats.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 10, 2017, 04:24:14 AM
The reserve list is only harmful, it does nothing good for players. The only people who want it are stores who profit off of people not being able to play the game.

Wizards seems to badly want to get rid of it, but unfortunately I don't think there's really much precedent to how ignoring it would work legally. It's a weird case and they don't know how much trouble they could get in if they throw it out.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Mеа on November 10, 2017, 06:02:16 AM
I remember hearing about that list before but I've forgotten it since and so I'm able to enjoy the same reaction I probably had when I heard of it the first time which was, wow that sounds totally silly! Would never work in ygo, but also owing to entirely different contexts and circumstances I'm sure. Really, legal trouble? Because they'd be robbing value from collections or something?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on November 10, 2017, 07:22:48 AM
Reserved List is completely stupid. Yes, it's cool that having rare cards means they will have monetary value and I'd be pretty mad if I had a collection worth thousands suddenly be worth very little-- but honestly, as I am now, I don't care. I'd rather it be gone so the game is accessible to all.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: hyorinryu on November 10, 2017, 08:38:44 AM
I remember hearing about that list before but I've forgotten it since and so I'm able to enjoy the same reaction I probably had when I heard of it the first time which was, wow that sounds totally silly! Would never work in ygo, but also owing to entirely different contexts and circumstances I'm sure. Really, legal trouble? Because they'd be robbing value from collections or something?

How is YGO right now anyway? I kinda wanted to get back in to it, but it feels too different. I quit early Zexal. Pendulums sound confusing but niche, but this this Links stuffs is eh to me. I get that they needed to slow the game down, but I don't like how complicated the game seems now. I already find it difficult to explain YGO as it is (harder than mtg honestly.)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on November 10, 2017, 01:01:23 PM
YGO makes no fucking sense to me anymore. I liked it more in its early days. Now it looks more like Force of Will to me-- complicated for the sake of being complicated, or at the very least trying way too hard to cram tiny text onto cards.

I think MTG is actually a pretty simple game at it's core, and that's intentional, it's designed to be accessible to newbies. It manages to shine however because it's as complicated as you want it to be. You can keep it simple and play simple 'turn mans sideways, do damage' Magic, or you can play 'intricate, infinitely deep logic web combo deck' magic, and I think that's the coolest part- there's something for everyone, and in most cases at least the cards are legible.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Mеа on November 10, 2017, 04:15:46 PM
this this Links stuffs is eh to me. I get that they needed to slow the game down
there existed a moment in time when I thought that was the intended purpose for links too. You know, slowing down the game. So you'll be delighted to hear that they do not, in fact, slow down the game, the game's still as fast as it was if not even faster somehow. Or at least, it will definitely be, like starting next March or so.

We recently just got out of a one deck format to a more diverse one where that one deck is still the bestish probably but not by an unfair margin (though not so in Japan, it's still Tier 0 hell there, and that's their own goddamn fault, but not that konami cares). One of those now competing decks is a pendulum deck, so it's not as niche as you might imagine. But no, pendulums are the most beginner unfriendly, convoluted ass mechanic we've seen yet.

Yeah all these new stuff is quite different but it's still pretty much the same game, even if the top level stuff has been heading in a direction most of the casual base doesn't quite like (unbreakable turn one boards). If you're only going to play with friends, or even locals (depending on the competitive level), you can still enjoy it in the way that you will, some friend groups don't even play with the new rules as I hear. I do believe though that ygo, at its core, is pretty simple. The mechanics, yeah even you pendulums, the ideas behind them, are simple. What's complicated, even convoluted yes, are the card interactions. But as long as you play with people you know, they won't be getting new decks every day so you'll get familiar with the stuff pretty quickly.

As an additional note, people will be talking about 'hand traps', something else that's relatively new if you abandoned ship during zexal era. They're quick effect disruption cards (negation, destruction) that can be activated from the hand. They're absolutely mandatory right now if you're going to be playing even somewhat competitively (which casual players hate about the current state of the game, though people would generally agree that they're actually pretty fair and balanced, and not the problem), but you won't need them for casual settings. One of the ones is even 70$ right now, but we'll very likely get reprints summer next year, so wait till then depending on what level you want out of the game.

Also konami has been on a huge nostalgia hyper people for the past year or 2, so if there's old stuff that you like, it's probably gotten some new stuff.

YGO makes no fucking sense to me anymore. I liked it more in its early days. Now it looks more like Force of Will to me-- complicated for the sake of being complicated, or at the very least trying way too hard to cram tiny text onto cards.
never played force of will, but as someone who plays this one at least I can tell you it's not trying to be complicated for the sake of being complicated, which I'm sure you don't seriously tend to imply, but I felt it was worth refuting anyway. For the most part. There are definitely cards around that do more stuff than they have any reason to, but those are likely from the #anime and overall are probably fewer than you'd imagine. I do get the point though. Pretty much every card has 2 or 3 effects on it now, and the (~verbose) language of ygo necessitates that each of these are precisely worded to ease understanding.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Think Komachi with a Rifle on November 10, 2017, 04:22:01 PM
Pokemon tcgs problems are:
no mulligans
super strict meta
power creep

e.g. Pokemon Ex era are now almost unplayable due to card text not mentioning "and Gx" on many effects that would now need it.
How is YGO right now anyway? I kinda wanted to get back in to it, but it feels too different. I quit early Zexal. Pendulums sound confusing but niche, but this this Links stuffs is eh to me. I get that they needed to slow the game down, but I don't like how complicated the game seems now. I already find it difficult to explain YGO as it is (harder than mtg honestly.)
Links look like they should add depth.
Pendulums are apparently hell to play against, as it can make that players turn take forever.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Spotty Len on November 10, 2017, 09:03:30 PM
So, who's ready for Unstable?

I sure am, we're gonna draft it at work.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 10, 2017, 09:31:49 PM
Oh is it out already? I haven't seen much about it. Don't know what's in it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on November 10, 2017, 10:43:42 PM
All packed and ready to go to Weiss Schwarz Nationals in Rochester again. Flight is in 15 hours orz
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 10, 2017, 10:46:56 PM
Dang! Well, good luck. Watcha playing?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on November 10, 2017, 11:00:49 PM
Love Live Sunshine
This (https://wsdecks.com/deck/47192/) is my decklist
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on November 11, 2017, 01:50:53 AM
never played force of will, but as someone who plays this one at least I can tell you it's not trying to be complicated for the sake of being complicated, which I'm sure you don't seriously tend to imply, but I felt it was worth refuting anyway. For the most part. There are definitely cards around that do more stuff than they have any reason to, but those are likely from the #anime and overall are probably fewer than you'd imagine. I do get the point though. Pretty much every card has 2 or 3 effects on it now, and the (~verbose) language of ygo necessitates that each of these are precisely worded to ease understanding.

I did say "looks like" :V

I guess I'm just used to Magic's style of keywording as much as possible and stating as much as possible in the simplest terms possible (see also: the tons of old cards that have been errata'd into actually making sense). That, and the fact that YGO cards tend to fit a huge amount of text into a very tiny space, which makes it look more verbose than it actually is.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 11, 2017, 02:10:46 AM
I think the tiny text boxes are a huge blow to Yu Gi Oh. It means that for cards that have a million different effects they can't be separated into clauses. It's just one mass of disjointed text and to an outsider to the game they read like fucking nonsense. If you could just divide up the effects they would probably be a lot more palatable. I bet Scarab God would look pretty horrible if instead of

"At the beginning of your upkeep, each opponent loses X life and you scry X, where X is the number of Zombies you control.

2UB: Exile target creature card from a graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie.

When The Scarab God dies, return it to its owner's hand at the beginning of the next end step."

it read

"At the beginning of your upkeep, each opponent loses X life and you scry X, where X is the number of Zombies you control. 2UB: Exile target creature card from a graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie. When The Scarab God dies, return it to its owner's hand at the beginning of the next end step."

and that text was crammed into a postage-stamp-sized box.  :wat:
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on November 11, 2017, 03:10:28 AM
That's actually a really good point. The formatting makes all the difference.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Mеа on November 11, 2017, 03:35:09 AM
lol yeah, won't argue anything about the ant sized text. It's a shame the cards are smaller than mtg too. The japanese text is actually a little better since they actually bullet/number point their different effects, but they have the denseness of information of their language to thank for that.

That, and the fact that YGO cards tend to fit a huge amount of text into a very tiny space, which makes it look more verbose than it actually is.
well let's see about that, just for fun I decided to take ccool's Scarab God and change to ygo text:

"During your Standby Phase: look at cards from the top of your Deck equal to the number of Zombie monsters you control, then return them in any order, and if you do, inflict damage to your opponent equal to that number x 500. During either player's turn: You can pay 2UB, then target 1 monster in either player's GY; banish it, then Special Summon 1 token (Zombie/Dark/Level 1/ATK 400/ DEF 400). (When summoned, its name and Level become the same as that target's, also it gains the effects of that target.) During the End Phase of the turn this card was destroyed by battle and sent to the GY: add this card to your hand."

yeah that's a hell of a lot more verbose.

ccool picked a weird one though, yugioh has no cards with effects that uses tokens like that. Tokens in yugioh strictly have no effects of their own, and are defined really simply where the only parameters that change for them are atk/def values at most. There might be a better comparison if another one was given as an example that didn't use tokens. But in general it looks like mtg's usage of keywords really saves up on space.

e: fixed some capitalization and wording
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 11, 2017, 03:50:29 AM
ccool picked a weird one though, yugioh has no cards with effects that uses tokens like that. Tokens in yugioh strictly have no effects of their own, and are defined really simply where the only parameters that change for them are atk/def values at most. There might be a better comparison if another one was given as an example that didn't use tokens. But in general it looks like mtg's usage of keywords really saves up on space.

e: fixed some capitalization and wording

These are the other two dark gods with similar effect layouts:

"Whenever a creature with a -1/-1 counter on it dies, draw a card.

1BR: Put a -1/-1 counter on another target creature.

When The Scorpion God dies, return it to its owner's hand at the beginning of the next end step."

and

"Flying

Whenever you draw a card, create a 1/1 blue and red Insect creature token with flying and haste.

2BlueRed: Draw a card, then discard a card.

When The Locust God dies, return it to its owner's hand at the beginning of the next end step."

Good luck translating Flying.  :D
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Mеа on November 11, 2017, 06:08:38 AM
Good luck translating Flying.  :D
challenge accepted >:D

When a monster with an Evil Counter is destroyed and sent to the GY: draw 1 card. During either player's turn: You can pay 1BR, then target 1 other monster on the field; place 1 Evil Counter on it. (Monsters lose 100 ATK and DEF for each Evil Counter on them.) During the End Phase of the turn this card on the field was destroyed and sent to the GY: return this card to the hand.

and

This card can attack directly. When an opponent's monster declares a direct attack while this card is face-up on the field, you can change the attack target to this card. If you draw a card: Special Summon 1 "Insect Token" (Insect/Water/Level 1/ATK 100/DEF 100) and 1 "Insect Token" (Insect/Fire/Level 1/ATK 100/DEF 100). "Insect Token" can attack directly. When an opponent's monster declares a direct attack while "Insect Token" is face-up on the field, you can change the attack target to "Insect Token". During either player's turn: You can pay 2UR; draw 1 card, then discard 1 card. During the End Phase of the turn this card on the field was destroyed and sent to the GY: return this card to the hand.


that actually wasn't so bad! But you and your silly complicated tokens makes things so much longer and difficult than they have to be...!!!
also I think I'm interpreting that first guy's effect correctly where it's that you place a brand new -1/-1 token on some other creature, instead of you moving an existing -1/-1 token from one creature onto another?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on November 11, 2017, 04:11:09 PM
I like how something that is extremely simple in Magic's context is very complex in another. Tokens are a core piece of gameplay! Then again, there are no field space limits either.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 11, 2017, 08:41:34 PM
I think there are space limits in Magic Online but they're extremely large?

And the yes, Mr. Scorpion generates new counters. There are effects that move counters around but they're worded accordingly.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Mеа on November 11, 2017, 09:26:17 PM
Oh wait, he's creating only a single UR insect token, not two insect tokens, 1 red, 1 blue isn't he
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: hyorinryu on November 11, 2017, 09:58:16 PM
It'd probably make more since to give Yugioh Keywords, rather than have it translate mechanics from other games. Things like "nomi" cards have the same text take up a lot of space. I don't think it's all bad though. To a new comer, having everything explicitly explained to you can help. MTG has all these abilities specific to certain blocks and that can be overwhelming depending on how they're introduced to mtg. The reason I find mtg easier to explain that YGO is that it's much slower, so it's easier to demonstrate things. It's easier to understand "drop land -> one drop card, drop 2nd land -> two drop" than it is things like LS/Six Sams dumping their whole hand on the field turn one. Things like "missing the timing" and when it was a thing "priority," also became relevant pretty quickly. I could be biased though. I explained mtg to people through intro packs and YGO through decks I personally built. So that could have been a huge facor


I never had a problem reading small text in yugioh though. My main problems with where how pushed archetypes were, the disparity of support between types and attributes, and how obvious Konami was in trying to suck money out of you. You telling me that Goyo Guardian and Brionac were perfectly fine thoughout all of 5Ds, but then the moment XYZs are a thing, they're suddenly forbidden? At the same time, they release stuff like Levair and Zenmaines, along with stuff like Tourguide to the Underworld to support them. I was pretty salty about that. It didn't help they banned the shit out of my deck, even if it deserved to be banned (RIP Toady.)

Another thing I like about MTG is that they have multple formats. If your deck gets banned out, you can at least try having it compete in a different format. More importantly, from what I've seen, people don't care that much. I pull out a mtg deck for magic in a noncompetitive setting, people don't really care what have in it. I can Lightning Bolt to my heart's content. YGO on the other hand, has only two formats, and one of them doesn't matter. The moment your deck gets banned out, the banned cards are useless. More importantly, that banlist applies everywhere, even casual playgroups. I pull out a Solemn Judgment a couple of months after it's banned? "wtf mate, that's banned"

Then there was the part where for a while TCG(everywhere not Japan) and OCG(Japan) had the same banlist, which was garbage because the "formats" had different card pools. Each set would have 10 cards exclusive to the TCG while the OCG was two sets ahead. TCG exclusives would later join the OCG in a later set solely for them.  The banlist only looked at the OCG and not the TCG. The main time this became a problem was when "Charge of the Light Brigade," a TCG exclusive card made "Lightsworn" decks part of the meta in the TCG. They weren't competitive in the OCG, so when Konami gutted everything, they left LS as the last one standing in the TCG. The OCG got charge later that  format and the next banlist gutted LS.
 

Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 11, 2017, 11:42:55 PM
Konami is clearly designing their game with the explicit intent to make things extremely dominant and then ban them after a year to force people into buying new decks, which is frankly abusive of their players. No. healthy, well-made game plans to have a massive yearly banlist update. If Magic ever has to ban anything, at least in Standard, it's considered shameful.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: hyorinryu on November 12, 2017, 02:31:18 AM
Konami is clearly designing their game with the explicit intent to make things extremely dominant and then ban them after a year to force people into buying new decks, which is frankly abusive of their players. No. healthy, well-made game plans to have a massive yearly banlist update. If Magic ever has to ban anything, at least in Standard, it's considered shameful.

Pretty much. I don't think they intend for things to become banworthy though. I'll at least give them the benefit of the doubt on that. I think they want different decks to rotate in and out of the meta and they have an extremely heavy-handed way of doing it. I have to confess though. It's not all bad, at least for me. Because of the way they do things, it's pretty easy for me to get the stuff I want a cheap price. I just buy the cards that make me happy honestly. I do the same for mtg.I don't aim for competitive anything.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 12, 2017, 03:23:02 AM
Anybody else ever have that thing where they know they pulled a card at a prerelease at some point but they can't find the prelease kit with the card in it? I got that real bad right now...

Probably my favorite card in Standard right now is Abandoned Sarcophagus, I think it's incredibly elegantly designed. And I finally found a list I like for a Sarcophagus control deck, so I'm building it. Not sure I can really handle two Magic events a week, but I really want to try it out...

I've got most of the deck now, I pretty much just need a handful of multilands and a playset of Settle the Wreckages and Fumigates. The original list runs two Scarab Gods in the sideboard and some UB multilands to support him and I've cut those for monetary reasons, so I need to find another win condition to replace Scarabhead. I really like Regal Caracal and Glyph Keeper, or maybe Curator of Mysteries. Probably going to grab a couple of each and test them all.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on November 12, 2017, 04:32:21 AM
personally I think I'm going to stick with the Pummeler aggro deck until rotation or hedge my bets on monogreen around the time Rivals comes out (Rhonas/Gishath seems like a deck all on its own, really)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on November 12, 2017, 07:04:48 PM
Went 0-2 But now it's time to have fun :V
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: yuyukos on November 12, 2017, 10:13:35 PM
Went 0-2 But now it's time to have fun :V
free fight and promos. :V
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 15, 2017, 07:25:22 PM
So it looks like each Unstable pack will have a foil token, and it can either be an Unstable-relevant token or a 100%-art, no-text-or-border-at-all token featuring old art from a popular token type including two kinds of elementals and a clue.

I wonder what the ratio on these will be? 50/50, or will the all-art ones be "mythics" or something? Either way that seems like a lot of added value in a pack, and adding value means the lands get a little cheaper.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on November 15, 2017, 07:52:10 PM
I wonder what the ratio on these will be? 50/50, or will the all-art ones be "mythics" or something? Either way that seems like a lot of added value in a pack, and adding value means the lands get a little cheaper.
The tokens are double-sided, so the regular token will be on the front and the full-art version of the same token will be on the back.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 15, 2017, 07:55:04 PM
The all-art ones are double sided but my understanding is that there's also a set of normal (but still foil) tokens in the set as well with completely different types. Is that right? I think that's right.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on November 15, 2017, 10:38:35 PM
I'm honestly not sure, then.

Really excited to draft Unstable at least one or two times, it looks really interesting and fun to mess around with.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 15, 2017, 10:45:17 PM
I just hope they take it a little easy on the "watermark matters" stuff. It's giving me flashbacks to the heinously boring "artist matters" stuff from Unhinged. This is definitely integrated into the set a bit better than that, but it's still a little lame and I don't want to see 15 different support cards for it.

Meanwhile, how weird is it that there's a vanilla creature with almost nothing special about it in the set? The creature type is a bit silly, but it still feels a little wrong.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on November 15, 2017, 11:04:12 PM
I just hope they take it a little easy on the "watermark matters" stuff. It's giving me flashbacks to the heinously boring "artist matters" stuff from Unhinged. This is definitely integrated into the set a bit better than that, but it's still a little lame and I don't want to see 15 different support cards for it.

Meanwhile, how weird is it that there's a vanilla creature with almost nothing special about it in the set? The creature type is a bit silly, but it still feels a little wrong.
Apparently all the "watermark matters" cards have already been shown. As for Curious Killbot, I can kind of let it slide as a vanilla because it exists partially as an enabler for Mary O'Kill and partially as a generic curve-filler?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on November 16, 2017, 12:52:09 PM
There is also supposed to be the fabled "vanilla mythic" in the set as well, according to Rosewater's Tumblr.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 16, 2017, 02:11:02 PM
Ooh, neat! Waiting warmly. I wonder if it has triple digit or infinite power and toughness. I've been wondering for years what the cheapest a creature with effectively infinite power could be printed at is. Probably 1GGGG or 2GGGG or  something.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on November 16, 2017, 04:37:54 PM
Ooh, neat! Waiting warmly. I wonder if it has triple digit or infinite power and toughness. I've been wondering for years what the cheapest a creature with effectively infinite power could be printed at is. Probably 1GGGG or 2GGGG or  something.

I wouldn't be surprised if it was like... Infinite power/toughness, but can only be cast with infinite mana or something.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 16, 2017, 04:39:52 PM
I hope it's a Yu Gi Oh creature! A dragon will 3000 power and 2000 toughness that costs eight stars.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on November 17, 2017, 04:49:32 AM
really loving the mix-and-match creature mechanic, it's such a clean, intuitive design especially compared with all the baggage that Meld had in order to work
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 18, 2017, 10:42:19 PM
So I did a bunch of testing of UW Sarcophagus Control and it seems really good actually? It's a blast to play, I felt like I always had a million choices of what to do at any given moment and the amount of advantage I get out of a sarcophagus if I resolve it is criminal.

It feels a little light on win conditions for me right now. I know that's traditional in control, but four Drake Havens and two Ipnu Rivulets as my only ways to end the game led to situations where I felt like I could have taken initiative and started winning but I just couldn't find a win condition while my opponent got free turns to try to find something to break through my defenses or restock on cards. I think I might add a pair of Jace, Cunning Castaways to the sideboard for control matchups if nothing else, and to hedge against Lost Legacy. I already have two sideboard Glyph Keepers as a backup win condition but I think I can afford a bit more space.

Even though I never really got to cast a Censor for full value the mere presence of it makes opponents play so much more slowly that just having them in my deck is totally worth it even if they just always get cycled.

Edit: I'm not sure if I should be playing New Perspectives. I can't really imagine how I would be able to lose if I can resolve it with a halfway-decent game state, but it might be a win-more card since I'm probably either dead or stable by the time I can afford to spend six mana on something that doesn't further my board state. Maybe I should consider it as a sideboard option to pressure control decks over Jace, but Jace does double duty of working against Lost Legacy, and drawing my whole deck with New Perspectives isn't much good if I don't have Drake Havens to draw into.

Edit edit: Hmm, or maybe Approach Of The Second Sun would be even better at that job? I can definitely dig for it in a hurry and I can probably buy enough time to safely cast it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 21, 2017, 04:24:54 PM
Ha ha Urza planeswalker in Unstable. Wonder what it's going to end up being worth?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on November 21, 2017, 07:15:58 PM
The fact that it's Urza and with Terese Nielsen art? Probably will be one of the most valuable cards in the set that is not a foil land.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 21, 2017, 07:24:00 PM
The long-defunct superhero CCG Vs System had a card with the same basic mechanic as Urza.

(https://res.cloudinary.com/csicdn/image/upload/c_pad,h_300,w_300/v1/Images/Products/VS%20System%20Art/Man%20of%20Steel%20First%20Edition/full/DMS-087.jpg)

Only it was tournament legal... The text changed once a month or something. I hope Urza draws from a large and variable pool of possible effects.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on November 22, 2017, 03:56:10 AM
(https://i.imgur.com/zKrPdtr.png)

WE FUCKING CALLED IT HAHAHAHAHAHAHAHAHAHA
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on November 22, 2017, 03:58:53 AM
I am going to laugh when a silver-border constructed game happens and someone responds to that swinging with Deflecting Palm
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 22, 2017, 04:13:08 AM
Mtggoldfish did a video on a Sarcophagus Control deck that's very similar to the one I'm playing.

https://www.youtube.com/watch?v=nWEukqgFH7A

My list is basically this with different ratios of a lot of things, a slightly different sideboard, and slightly different land (I'm running less basics, two Ipnu Rivulets, and more of the common cycling deserts).
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on November 30, 2017, 04:11:59 AM
My friend and I are going 50/50 on a box of Unstable and drafting it together next week. I never cared much for Un-sets because they have no value in sanctioned play, but drafting it? I'm fucking stoked.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on November 30, 2017, 04:53:44 AM
Yeah, I'm really looking forward to sealed with Unstable.

Wizards went pretty far out of their way to make sure it doesn't have no value for sanctioned play this time around though between the land and the tokens. Those are both going to be popular items for years to come.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on December 01, 2017, 06:48:49 AM
http://mtgcommander.net/Forum/viewtopic.php?f=1&t=18749

holy shiiiiiiiiiiiiit

EDH rules committee have declared silver border cards legal in EDH (with a banned list and a "please be careful when playing these" list).
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 01, 2017, 01:51:11 PM
Uh... Wait, seriously? I like silver border and I kind of think this is a bad idea. At the very least I'd like to see a much larger banlist...

This is conspiratorial, but the first place my mind went was unfortunately "I wonder if this decision was made under pressure from Wizards because Unstable preorders were underperforming or something?".
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on December 01, 2017, 04:07:49 PM
I doubt it. I think it's just because a lot of people wish they could play Unstable cards in EDH and the committee is willing to give them a trial run-- keep in mind it says they're only allowed until the next ban announcement on January 15.

If anything else, it's a fun holiday event where people can make EDH really, really silly and fun. I'm 100% cool and down for it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 06, 2017, 05:42:38 AM
So people are opening Unstable packs and finding that the set is much crazier than we thought. Numerous cards have multiple versions with the same collector's number. There are five different Secret Bases with different arts and watermarks, multiple Knight Of The Kitchen Sinks with protection from different things, four different Target Minotaurs being targeted by different spells, four Incredibly Slow Zombies with different seasons in the art suggesting that it takes him an entire year to attack, a lot of different versions of Very Cryptic Command (one of which even has different art...), etc.

This is going to be a nightmare for collectors and stores since the variants share set numbers and have no obvious marker for which version you have, and it's going to create a lot of weird gameplay where players assume a card does something and then someone points out that it does something completely different.  :D

Also, people are never going to stop hunting for that ninja now that we know this. He could be anywhere! Maybe there's a super-rare variant of some innocuous card with the ninja hidden in the background. Better scour every single piece of art on every card you open just in case!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on December 06, 2017, 07:44:26 AM
The alternate art for Very Cryptic Command is the concept art that Wizards had from Wayne England before he died and it was left unfinished. They put it in as an Easter egg in tribute to him-- the rules text even references him.

Apparently he was the original artist for Cryptic Command and was given VCC to draw the art for, but he died last year (on my birthday no less), and Christopher Rush died the day after. I remember people at the LGS buzzing about Rush dying, but not England.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on December 09, 2017, 04:21:47 PM
so attempted an Unstable draft last night, went for the Host/Augment deck but probably got a bit too greedy with it and just didn't have enough early game presence to win my matches most of the time. On the upside, I did get the experience of learning which Islands had trees on them so I could fetch for them (the Innistrad block ones turn out to be the best for this)

also got to tap out and make somebody solve Hangman before I took lethal, that was fun
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 09, 2017, 04:34:50 PM
Host/Augment seems like a horrible mechanic. It's definitely cool, but it's basically just aura but much worse. The infinite combo is nice, but I think they really needed to build Totem Armor into the augments or something for it to play well, even if that's less flavorful.

I've got at least one draft today, excited to see how that goes.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Think Komachi with a Rifle on December 09, 2017, 07:41:38 PM
got stomped at draft today, but still fun.

So the eternal question:
"Do you like squirrels?"
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 10, 2017, 01:30:03 AM
Played in a draft earlier (drafted UB S.N.E.A.K). Was pretty fun, although I got absolutely wrecked by one opponent's Clocknapper. In the game they didn't draw it I won, and in the games they did I got absolutely smashed. Clocknapper is the best card in the set, it's just Time Stretch for 5 that can be bounced and reanimated easily.

The environment is interesting. It doesn't feel THAT different from a normal set, contraptions are very vanilla when you get down to it and don't really cause very wacky game states, but they're interesting.

The downside was that the physical playing field gets way too crowded. Two decks, two discard piles, a bunch of contraptions and tokens everywhere, and other weirdness like face-up programmed hands and stuff going on made it a little tricky to follow what was happening. I had one opponent who kept making bad plays because he just couldn't parse my board. Definitely not an environment for the inexperienced.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Think Komachi with a Rifle on December 10, 2017, 05:21:41 PM
The downside was that the physical playing field gets way too crowded. Two decks, two discard piles, a bunch of contraptions and tokens everywhere, and other weirdness like face-up programmed hands and stuff going on made it a little tricky to follow what was happening. I had one opponent who kept making bad plays because he just couldn't parse my board. Definitely not an environment for the inexperienced.
Add split screen and that card all the opponents  permanents had to be touching and yeah table could get damn stupid.
Contraptions and the non joke stuff look like they wouldn't utterly break commander.
d6 tribal is also a thing with Unstable and quite fun.

As I pulled Phoebe, Head of S.N.E.A.K
What else do I need for EDH related chaos with her as commander (preferably cheap).
Do I just want any blue/black things that have keywords on them
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 10, 2017, 05:44:01 PM
I also drafted Phoebe. She was okay, I'm not sure she'll make a great commander, but who knows.

As I see it, this is how she's best used in Commander:

-Stripping abilities off of opposing creatures

-Giving herself protection abilities. Do we know how permanent "permanently stealing" a text box is? Does it stop if she leaves play? If not then Aetherling is a good thing for her to copy.

-Combining text boxes to make combos. Can't think of too many off the top of my head, but Morphling untapping plus mana generators at least.

-Removing negative abilities from creatures with drawbacks. Again I can't think of too many actual instances of this that would be playable, but there might be something. I guess you could remove the cumulative upkeep from Polar Kraken and the upkeep abilities from various demons but it's pretty underwhelming.

-Use Illusionist's Bracers.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Think Komachi with a Rifle on December 10, 2017, 06:15:56 PM
-Giving herself protection abilities. Do we know how permanent "permanently stealing" a text box is? Does it stop if she leaves play? If not then Aetherling is a good thing for her to copy.
It says on the card, the creature gains them. So will stop if she leaves play, same for the victim leaving play for regaining their text.

Hexproof and indestructible are the obvious things to steal first, after that messing with opponents probably takes over in priority.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on December 10, 2017, 07:28:08 PM
My split-box draft with my friend is done!

Notable pulls:

Foil Forest (!!!!)

Mythics:
Infinity Elemental
Summon the Pack
Faerie Aerie (I actually got the full set of S.N.E.A.K. contraptions!)

Rares:
Grusilda, Monster Masher (big want)
Spike, Tournament Grinder (big want)
Mary O'Kill
The Big Idea (actually WAY more fun than I expected)
As Luck Would Have It (Un-Helix Pinnacle!)
Foil Hydradoodle (FUCKIN ADORABLE)
Earl of Squirrels, which I traded for my friend's dupe X

So as far as pulls go, I got everything I really wanted short of Urza and The Grand Calcutron. I just wanted Grusilda, Spike, and X for commander funtimes.

First draft: I went with contraptions, and it flopped badly. I think contraptions are probably the worst to try to build around in 6-pack sealed limited since it's such a parasitic mechanic.
Second draft: I went with Dice Matters with a sub theme of Host-Augment. Getting an ever-growing Half-Squirrel Kangaroo and an 18/18 Hydradoodle was glorious.
Third draft: I got a lot of dupes in this draft so I ran with Host-Augment and it was splendid, beating my friend in the face with a Humming-Kitten while constantly gaining life.

We called it a night after that, and this morning we build a 60 card Constructed deck using our pulls. I went with Gruul Dice Matters (me using red and green is un-heard of after all because they're my least favorite colors) with a Contraption subtheme and it was beautiful.

Highlight of the entire time: My friend had a 2/2 Hand Homunculus on the battlefield, and I had a 6/6 Mother Kangaroo. I played Hammer Helper to gain control of his hand and rolled a 6, making it an 8/2.
He was like "FUCK HOW COULD YOU DO THIS TO ME I FEEL SO BETRAYED BY MY OWN HAND", and I attacked with it.
Right after he accepted it, he was all "...wait, I could just remove my hand and it would die, right?"
I said "well... yes, but you didn't do it in response to me gaining control of it. I control your hand now!".
"GOD DAMN IT!"

And that's how I smacked my friend for 14, unblocked, with his own hand under my control.   :derp:
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 10, 2017, 07:45:08 PM
Ooh, foil land? There's your part of the buyin back easily. Congrats.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Third Eye Lem on December 15, 2017, 05:42:28 AM
A friend of mine got me into MtG recently and I bought this deck (https://mtg.gamepedia.com/Arcane_Wizardry), now I'm trying to power it up. Said friend also suggested I add a card to that deck that lets me end my turn at any time, but we're having a hard time finding it. All we know is that it's an Artifact, can anyone help us find the name of this card?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 15, 2017, 06:19:00 AM
I think you're thinking of Sundial Of The Infinite.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Third Eye Lem on December 15, 2017, 08:16:53 AM
I think you're thinking of Sundial Of The Infinite.
Thanks. This'll help me greatly with token spam...Assuming I don't play any legendary creatures. ^^;; I learned the hard way that a player can only have one of those on their side of the field at a time.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 15, 2017, 12:19:09 PM
You should still play SOME legends. And by "some" I really mean "Azami, Lady Of Scrolls"...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Third Eye Lem on December 17, 2017, 02:53:17 AM
You should still play SOME legends. And by "some" I really mean "Azami, Lady Of Scrolls"...
Ah yeah. Drawing power is critical in a Commander Deck, as is mana control and _maybe_ healing? I'm not sure how to shape my deck yet.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on December 17, 2017, 04:38:26 PM
There are plenty of legendary creatures you could put in, you just can't copy them and get them to stick around. You can, however, abuse their ETBs by copying them and instantly letting the copy kill itself to the legend rule. (Or get that card that says the legend rule doesn't apply). Also, Panharmonicon gives you 6 ETB triggers for a creature if you have Inalla on the battlefield and activate her Eminence ability twice in response to casting a Wizard.

Also, Wanderwine Prophets is a one-card wincon with Inalla as commander, if you do it right.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 17, 2017, 04:55:53 PM
Are there any legendary wizards with good ETBs? There probably are but I can't think of any off the top of my head.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on December 18, 2017, 12:13:49 AM
There is one. Venser, Shaper Savant. Think of Venser as a reusable 'bounce a permanent spell that you can take back to your hand if you use one of the triggers to bounce the original'.

And if you can Panharmonicon him out for 6 triggers, it's basically 'bounce 5 permanents and Venser for just an extra 2 mana.

Also! Run Anathemancer. Very fun if you can abuse it's ETBs.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 18, 2017, 02:42:37 AM
Yeah, I was trying to think it through in the shower this morning and Venser was the only one I came up with. Wasn't sure if you could use one to bounce another in that situation, but if you can... gross. Reminds me of Pauper Tron in the worst way with its Ghostly Flicker garbage.  :derp:

Looking through Gatherer, it looks like Vendilion Clique would be pretty good (forgot it was a wizard, I thought it was a fairie rogue) and maaaybe Gisa And Geralf if you have an especially graveyard-centric deck and just want to mill yourself more.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on December 18, 2017, 02:48:12 AM
Yeah, I forgot Vendilion Clique was legendary, myself.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 22, 2017, 03:33:27 AM
Pestilence Control in Pauper has really been bringing out my S side. I finally got a match win against Affinity (which is a deck that I theoretically have a fairly favorable matchup against, but lose to a lot in practice because Affinity is the most unfair deck in the format and can just rando-win off of topdeck Thoughtcast into Atog and Fling or some horseshit), and slowly grinding someone into the dust can be glorious if they deserve it.  >:D

The best part is that Pestilence tends to look like it's losing even when it's winning sometimes. Had a fantastic game against Delver (which was my most hated deck back when I played Aristocrats more often but that Pestilence does very well against) where I went from being at one life to my opponent at 20 to winning the game.

I think I still need to do some more tinkering though before it's ready to go. I added some Wayfarer's Baubles to smooth out the mana issues since the deck is incredibly mana-hungry and can just drop dead if it misses a land drop in the early game, but they're pretty awkward since a lot of my land comes into play tapped, so they'd probably be better off as Orzhov Signets or something. And my sideboard is still a hot mess, but that can be pretty meta-dependent.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Third Eye Lem on December 22, 2017, 07:28:24 AM
There are plenty of legendary creatures you could put in, you just can't copy them and get them to stick around. You can, however, abuse their ETBs by copying them and instantly letting the copy kill itself to the legend rule. (Or get that card that says the legend rule doesn't apply). Also, Panharmonicon gives you 6 ETB triggers for a creature if you have Inalla on the battlefield and activate her Eminence ability twice in response to casting a Wizard.
Oh my. I wish I had seen this sooner, my friend and I settled on trying to get a sacrifice-recycle deck going. But that sounds good too, I'll look into those. ;)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: hyorinryu on December 25, 2017, 04:47:02 PM
Just found out Ancient Fairy Dragon is getting banned. RIP (yugioh)

On the other hand, I found out people are selling the version I have for $40.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 25, 2017, 04:55:59 PM
So I don't know that much about Yu Gi Oh, but I know the basic rules I think. Why is it getting banned? I looked it up and I dunno, it seems good I guess. Is searching for field spells super important or something? Aren't there a bunch of other ways to do it? I guess it destroys your opponent's if they have one, and if you destroy theirs and you don't have one then you get card advantage even though you lose advantage to make it. Is the other effect good? Do you want to skip combat to get a monster?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Amew The Fox on December 25, 2017, 05:25:10 PM
Field Spells in YGO tend to vary from bad to busted. While I never had much experience with the Synchro stuff, there are a lot of FS that care about getting blown up. Ordinarily, this was meant to get some value out of it if your opponent played one of many spell removers, but AFD can blow these spells up of your own volition, and you get LP for it.

also summoning additional monsters just seems to keep becoming a stupidly powerful effect

(https://vignette.wikia.nocookie.net/yugioh/images/3/38/RescueCat-CP05-EN-C-UE.png/revision/latest?cb=20081206001114)

In the GX-era, Konami thought this was an acceptable effect. It sat on the banlist for years until an errata came around.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: hyorinryu on December 25, 2017, 08:32:47 PM
So I don't know that much about Yu Gi Oh, but I know the basic rules I think. Why is it getting banned? I looked it up and I dunno, it seems good I guess. Is searching for field spells super important or something? Aren't there a bunch of other ways to do it? I guess it destroys your opponent's if they have one, and if you destroy theirs and you don't have one then you get card advantage even though you lose advantage to make it. Is the other effect good? Do you want to skip combat to get a monster?

I don't know the specifics but it seems that it used in a couple FTKs and in a decktype that was strong in the meta, specifically SPYRALS. Not everyone seems to agree with the ban. Honestly, most of the field spells in my experience have been underwhelming, but there have been a few good ones. Ancient Fairy Dragon was probably most useful abusing field spells that gave you something when they died. Searching it up, SPYRAL Resort is a field spell that lets you search cards once per turn. Ancient Fairy Dragon let you kill a Resort, fetch another Resort, and activate that Resort for another card. It's other ability let you summon what you added for more tempo, leading to more stuff. Just what I see so far.

Field Spells in YGO tend to vary from bad to busted. While I never had much experience with the Synchro stuff, there are a lot of FS that care about getting blown up. Ordinarily, this was meant to get some value out of it if your opponent played one of many spell removers, but AFD can blow these spells up of your own volition, and you get LP for it.

also summoning additional monsters just seems to keep becoming a stupidly powerful effect

Well, in GX, there was nothing you could do with beasts you summoned. Beasts as an archetype was nonexistent. Rescue Cat probably used your normal summon, so you couldn't tribute summon, and even if you special summoned it somehow, there were better engines (Treeborn Frog.) Plus the card was impossible to search for, making it inconsistent.

What happened in the 5Ds era was that they made relevant beasts, in Airbellum since he was a tuner. So you go Cat->Airbellum+beast-> synchro summon. Another thing they added was summoner monk which made searching for cat easier. It also allowed for fun plays like playing monk, using him to find another monk, then using that monk to find cat, then using cat to summon double airbellums for two syncho summons using the airbellums and the monks. Then there was good ole Dark Strike Fighter who'd turn large tempo plays into OTKs. Two Dark Fighters on an open field could end the game. I loved 5Ds era yugioh.

Also, do people actually care about LP now? Back when I played LP didn't really matter unless it stopped you from using Divine Warning or some other card with an LP cost.

EDIT: Corrected it. Thanks.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 25, 2017, 11:15:55 PM
The rule in Magic is that dedicated lifegain is usually bad, but incidental lifegain tacked onto other effects is great. It can really give you some slack to get off to a slow start or cushion big opposing plays, so if you can gain life then you might as well do it. It's just usually not worth losing a card on unless your opponent is spending cards just to direct damage you and you can gain significantly more life with one card than they can deal in damage.

That said, there's a solid tier-two deck in Modern Magic that's built around gaining tons of life off of Martyr of Sands, which is almost certainly the best lifegain card ever printed.

(http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=121263&type=card)

One activation puts you out of reach, and the deck is built around bringing her back over and over and searching out more copies to activate her as many times as possible. If you can get a Martyr of Sands engine online with any card that lets your revive one consistently then you basically can't lose to conventional win conditions, and the deck wins by taking advantage of cards that need you to be at a high life total. I think Matsuri used to play the deck, it's kind of good.

Meanwhile in Pauper, my favorite format, a lot of decks play Radiant Fountain packages.

(http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=438810&type=card)

Radiant Fountain is a weaker-than-normal land that gains you a non-trivial amount of life, and it's commonly played in decks that use a lot of different cards that require you to return lands to your hand as a cost. You re-play Radiant Fountain turn after turn and the amount of life it gains you over the course of a game can be completely back-breaking for a lot of aggressive decks. They tend to just run out of steam before they can race the incidental lifegain. It's not as obviously game-changing as Martyr, but it's oppressive to play against sometimes.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: ditt93 on December 26, 2017, 03:29:20 AM
Searching it up, SPYRAL Resort is a field spell that lets you search cards once per turn and when it died.

No, the searching of another Resort(or any field spell) is AFD's effect.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: hyorinryu on December 26, 2017, 07:06:29 AM
No, the searching of another Resort(or any field spell) is AFD's effect.


Oh, you're right. That's my bad. I guess I misread it. I'll edit the post.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Mеа on December 26, 2017, 07:56:14 AM
oh right, the AFD ban haha lol that. Haven't been keeping up to date with ygo stuff for the past couple weeks/months but I do remember that one.

AFD is supremely easy to make now that Destrudo (http://yugioh.wikia.com/wiki/Destrudo_the_Lost_Dragon%27s_Frisson) is a thing. Pitch it to the graveyard somehow, then you get an instant lv7 synchro off of any lv6 or lower monster on your field. Last time I checked he was in a bit of a decline in usage though I think?

AFD enables both monster spam and getting another field spell. Why monster spam is great in a game full of monster spam probably doesn't need mentioning. The latter is about a trend of the rising power of recent field spells, usually letting you get a search off when you activate it. You would activate one field spell, get a search, use AFD's effect to activate another field spell from your deck, get another search, that kind of thing. If your archetypal playmaker is special summonable off of AFD's effect, then even better. Letting your opponent resolve their field spell is pretty dangerous since it often starts off the whole chain of plays. AFD can let you activate them twice, and you can see where this is going.

I looked it up and I dunno, it seems good I guess. Is searching for field spells super important or something? Aren't there a bunch of other ways to do it? I guess it destroys your opponent's if they have one, and if you destroy theirs and you don't have one then you get card advantage even though you lose advantage to make it. Is the other effect good? Do you want to skip combat to get a monster?
First turn there isn't any battle so it doesn't matter, and the way the game is now you don't even need battle to get anything you need off the board. Battle destruction is usually the least reliable way of trying to get something off the field. The way of searching for field spells is by using Terraforming (search 1 field spell from your deck), and that's about it. There was another way (Set Rotation) but that got hit recently, and the other other method (Metaverse) is way too slow (it's a trap). The life gain and removing the opponent's field spell is only a bonus, if at all. Life points don't mean jack. You're alive until you're dead and that's about all there is to say about life points lol.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: hyorinryu on December 26, 2017, 08:11:16 AM
Yeah, I haven't played YGO in a while, but usually spells were fairly difficult to search for. One of the few things that keeps the game from going completely out of control lol.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on December 27, 2017, 05:56:19 AM
The rule in Magic is that dedicated lifegain is usually bad, but incidental lifegain tacked onto other effects is great. It can really give you some slack to get off to a slow start or cushion big opposing plays, so if you can gain life then you might as well do it. It's just usually not worth losing a card on unless your opponent is spending cards just to direct damage you and you can gain significantly more life with one card than they can deal in damage.

That said, there's a solid tier-two deck in Modern Magic that's built around gaining tons of life off of Martyr of Sands, which is almost certainly the best lifegain card ever printed.

(http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=121263&type=card)

One activation puts you out of reach, and the deck is built around bringing her back over and over and searching out more copies to activate her as many times as possible. If you can get a Martyr of Sands engine online with any card that lets your revive one consistently then you basically can't lose to conventional win conditions, and the deck wins by taking advantage of cards that need you to be at a high life total. I think Matsuri used to play the deck, it's kind of good.

Nah, I played Soul Sisters.

You're thinking Martyr Proc, whose MO is to basically keep blowing up your opponents' field with Wrath of God/Day of Judgment and keep recurring Martyr of Sands and Serra Ascendant with Emeria, the Sky Ruin and Proclamation of Rebirth. Also has Ghostly Prison and stuff. The goal is to keep gaining life every turn by recurring the Martyr to spike your life up to insane levels and make it hard for opponents to attack, so that even if they do get damage in, you're gaining life faster than they can hurt you.

Martyr Proc's a prison/control deck. Soul Sisters is a lifegain aggro deck which uses a bunch of low CMC creatures to incrementally gain life (Soul's Attendant/Soul Warden) to exploit Ajani's Pridemate, Serra Ascendant, and Archangel of Thune as huge beatsticks. Not all variants of the deck play Martyr of Sands, but mine did, because it made Turn 2 6/6 Flying Lifelink Serra Ascendant a thing.

That said, if I ever go back to Modern, I'd give Martyr Proc a try. Seems cool.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 27, 2017, 01:25:16 PM
I thought Soul Sisters ran Martyr and Proclamation, but you're right of course, they are completely different decks. That's... kind of odd now that I think about it. They're weirdly similar yet very different.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on December 29, 2017, 12:31:38 AM
Soul Sisters: Aggro Martyr Proc
Martyr Proc: Control Soul Sisters
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 29, 2017, 01:53:17 AM
Speaking of martyrs, I played against a Delver player running Martyr of Frost earlier. It was super spicy and good. Not good enough to not get gobbled up by Delver's natural predator Pestilence, but still a neat development...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on December 29, 2017, 12:25:32 PM
I so wish Judge's Familiar, Cursecatcher, and/or Mausoleum Wanderer were at common so I could play that super nifty mono blue control deck from Modern. I'd need Quickling too...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 29, 2017, 01:24:46 PM
You've got Spiketail Hatchling and Kor Skyfisher! That's basically the same, right..? With Martyr of Frost and Ninja of Deep Hours you could probably do a pretty good impression. And at that point you'd just be basically playing Delver.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on December 29, 2017, 04:31:33 PM
Hmm. I'd almost agree, but I think I'd want more flying sacrifice fodder. That, and I specifically need Quickling due to Spellstutter Sprite synergies.

Still, it'd make for a spicy deck if it works. Flashy bouncy disruption is the best.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 29, 2017, 05:42:24 PM
You don't need Quickling to make Spellstutter Sprite work. People play Spellstutter and Fairie Miscreant in Delver and they're more than fine. Countering 1-3-mana plays is more than acceptable and you can recycle with Ninja and Vapor Snag.

That said, a WU Delver deck that runs the usual Spellstutter, Miscreant, Ninja package and also Kor Skyfisher and maybe even Whitemane Lion seems pretty decent.

I've been obsessed with the idea of UG Delver with Rancors and pump spells lately, so while we're going down the wrong-colored Delver rabbit hole already WU Delver seems interesting. UB, UR, and mono-U Delvers are all things already...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on December 30, 2017, 03:38:41 PM
You don't need Quickling to make Spellstutter Sprite work. People play Spellstutter and Fairie Miscreant in Delver and they're more than fine. Countering 1-3-mana plays is more than acceptable and you can recycle with Ninja and Vapor Snag.

That said, a WU Delver deck that runs the usual Spellstutter, Miscreant, Ninja package and also Kor Skyfisher and maybe even Whitemane Lion seems pretty decent.

To be a better replica of Quickling, it'd have to be Whitemane Lion. Kor Skyfisher is good, but I'd pick Flash over Flying because it allows for quicker plays in reusing Spellstutter Sprite. And I guess Faerie Miscreant may be okay because bounceflashing it potentially gives you a card, but it is kind of counter to the idea of the Mono-Blue/UW Martyr decks in Modern, where the goal is to have as many cards in your deck capable of countering spells-- thus a playset of Judge's Familiar, Mausoleum Wanderer (previously Cursecatcher), Spellstutter Sprite, Quickling for bouncing, and Martyr of Frost, with cards such as Sky Hussar for extra card draw. Spell Queller could also be good, perhaps.

It's possible in Pauper, I just don't know how passable it could be. Probably better to just run Delver, which is already Counterspell City.

Quote
I've been obsessed with the idea of UG Delver with Rancors and pump spells lately, so while we're going down the wrong-colored Delver rabbit hole already WU Delver seems interesting. UB, UR, and mono-U Delvers are all things already...

I've also been considering that possibility and I like it-- You can get those Rancors pretty fast with all your card filtering and cantrips, and it also lets you stock up on Vines of Vastwood and potentially Groundswell pretty quickly as well (Giant Growth being possibly more reliable in such a deck).
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 31, 2017, 12:29:11 AM
I've never seen anyone play Giant Growth. But Vines, Hunger Of The Howlpack, Mutagenic Growth, and Groundswell see play in that order.

Rancor is not an instant or sorcery which is a little sketchy for Delver, but some Delver decks run a one or two-of Bonesplitter already, so...

Edit: The more I think about this the more I like UG Delver as a concept. You can play Vault Skirge, and you can bluff pump spells with Ninja to swing into blockers and get free cards...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on December 31, 2017, 04:27:34 PM
I think it has a lot of potential, and Vault Skirge is cool and good. I kind of want to see where you go with this.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on December 31, 2017, 04:51:13 PM
I've tried to put together a list but slots are just so tight. I think the best way to go about this is just to buy all of the pieces I might use and just keep playtesting and tweaking until it works. That'll be semi-expensive to buy by Pauper standards, but I'll start picking up the pieces.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Third Eye Lem on January 05, 2018, 08:31:06 AM
I'm slowly but surely attempting to make something resembling a sacrifice-and-recycle Commander deck...But in the meantime I've been getting my Magic fix from Eternal of all things. Egad, I haven't played this game for more than a few days and I'm already addicted. It's just so satisfying to swarm an opponent with buffed creatures and Grenadins are like the cutest things ever aaaaaa ;w;

The game also has referrals, so if anyone wants one, just PM me (or I can just paste it here, I dunno how people would feel about that tho).
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 05, 2018, 01:29:00 PM
By the way, for anyone potentially interested in getting into Pauper, you may want to start picking up staples now because they're most likely going to go up quite a bit soon. Now that Pauper is a sanctioned format expect to see Brainstorm, Preordain, Counterspell, Rancor, Lightning Bolt, Prophetic Prism, Chainer's Edict, etc on the rise. And if you feel like investing then Oubliette, Utopia Sprawl, Tron lands and Ash Barrens are probably decent bets to buy into.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on January 05, 2018, 04:29:02 PM
I'm slowly but surely attempting to make something resembling a sacrifice-and-recycle Commander deck
I'd say track down the Commander 2015 green/black precon if you can find it for a decent price because that gives you a solid framework to build on for this sort of deck.

Anyway, the Rivals of Ixalan full set reveal (https://magic.wizards.com/en/articles/archive/card-image-gallery/rivals-of-ixalan) is up now. Kind of a bit weird that 4 of the commons in this set are reprints from original Ixalan, but there's plenty I look forward to playing around with in a draft
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 05, 2018, 04:33:04 PM
I expect to see hotheads losing their goddamn minds and threatening to quit over the reprints aaaany second now...

I was anxiously awaiting the UG flip enchantment and it did not disappoint. There's a lot of real solid stuff in this set. I'm definitely more interested in it than I was in Ixilan.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on January 05, 2018, 04:46:21 PM
I expect to see hotheads losing their goddamn minds and threatening to quit over the reprints aaaany second now...

I was anxiously awaiting the UG flip enchantment and it did not disappoint. There's a lot of real solid stuff in this set. I'm definitely more interested in it than I was in Ixilan.
Honestly I'm okay with it because one of them had to be reprinted to make a draft strategy work and two of them are vanilla creatures that exist to fill the power curve so I imagine even the more easily aggravated players won't be inclined to care.

I like the flip enchantments/lands, and I'm still kind of shocked that Vault of Catlacan got printed. The BG one is probably my favorite considering I can see the immediate utility of it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 05, 2018, 07:15:17 PM
Speaking of Pauper, I'm gonna be building GW Slivers, Elves, Burn, and MBC minus Oubliette.

I wonder what I could replace Oubliette with though?

Here's what I kinda narrowed it down to. (http://i.imgur.com/8DLnXbs.jpg)

Obviously there aren't any comparable enchantments, but creatures do fit. (as far as double black costs go)

I was also considering Bubbling Muck as a way to maximize black mana for Crypt Rats.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 05, 2018, 08:01:16 PM
I talked to someone about this last night, and MBC without Oubliette just isn't the same. That said, Faceless Butcher maaaybe does the best impression. Still adds two black devotion at least.

Some black control lists run Liliana's Specter and I think it's pretty solid. It's good with Unearth unlike the Butcher.

Actually, the guy I was talking to last night was saying that UB Control is a much stronger budget alternative than Oubliette-less B Control. Maybe look into that? You get to play some great stuff for sure.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 05, 2018, 08:56:05 PM
Liliana's Specter was the one I was going to ultimately pick, I think.

And UB Control is a completely different deck, and it's one I've always found to be boring. I love playing control but pure control decks are just so painfully grindy. I like aggressive, disruptive control. I think of MBC as less a control deck and more a devotion deck, for what it's worth.

edit: unless there's a UB version of MBC?


Now that I've looked at prices, I may need to hold back on a deck or two. I really want to build Slivers, but Elves is really pricey, as is Burn. So hard to decide.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 06, 2018, 03:27:17 PM
You might be able to splash blue into monoblack control, yeah. Ghostly Flicker would be pretty gross with... any creature you run. Except Cumboaj Witches I guess.

Played in my first FNM since Lorwyn last night. Played Sarcophagus Control and went 2-1-1, placing second because of a technicality (otherwise would have been third). I learned a lot of things about the deck, but so did my opponents. There was one Mardu player who I only beat because he kept misplaying (Lost Legacy for Settle The Wreckage when he should have hit Drake Haven).

Lost Legacy is a real problem, and I think I had at least one cast against me in 50% of my games. I have a backup win condition to hedge against it and I do run counters to hopefully dodge it, but it's still so good against me that it makes my deck feel kind of questionable.

Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 11, 2018, 05:18:40 PM
Hmm, Grand Prix Indianapolis has a Pauper side event a week from Sunday. I miiight go to that. It's not too much of a drive from Lansing, so depending on the weather and if anyone else local  wants to go I might head down.

The Professor is going to be there and apparently he hates Pestilence, I'd love to make him sign one of my Pestilences.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 11, 2018, 05:23:46 PM
I'm actually going to be in Indy playing Pauper with my college friend that weekend! Dunno if we'll go to the GP though. Is that something you need to sign up for? I'll probably be playing Kuldotha Boros if I do.

Also, you need to post a pic of that signed Pestilence if you do.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 11, 2018, 05:38:26 PM
I'm not really sure how signup works. I know for the main events you have to sign up Friday(?) or earlier and I thiiiink side events can be day-of signup, but I'd have to ask someone who knows how these things work to be confident.

If I do end up going (which is going to be down to the snow or lack thereof in large part I think) then you better come too! Or at least we'll have to meet up for a game or something.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 11, 2018, 05:45:45 PM
It all depends on if my friend wants to go. I'm driving  down there to visit my friend.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on January 14, 2018, 01:04:19 AM
Went 2-2 at prerelease deck with a fairly decent blue/black deck with a small amount of white, although I had a very rough first round where I only got one land out after mulliganing to five.

Pulls:
-Kumena's Awakening (datestamped promo)
-Blood Sun
-Bishop of Binding
-Etali, Primal Storm
-Warkite Marauder
-Deathgorge Scavenger
-Vraska's Contempt
-foil Plains
-foil Forest
-World Shaper (prize pack)
-Polyraptor (prize pack)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 14, 2018, 02:04:56 AM
Ended up going 3-1 with UG Merfolk in my prerelease. Placed third out of 14. Opened some stuff I wanted, but man, it's rough trying to get value out of this set. Some stuff will inevitably go up so maybe I'll make a little more of my buyin back once the prices settle. I think the best thing I pulled out of the twelve packs I opened as it was ended up being a foil Merfolk Mistbinder.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on January 15, 2018, 04:22:34 PM
New Banned & Restricted update for Standard is out. (https://magic.wizards.com/en/articles/archive/news/january-15-2018-banned-and-restricted-announcement-2018-01-15) The hammer's come down hard this time.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 15, 2018, 06:39:01 PM
I mean, ultimately this is good. Wizards made their bed, they did this on purpose, so they gotta deal with it. And they are.

On the other hand, I can never help but think "What are we, Yu Gi Oh?" whenever this happens...

Watching the Rivals of Ixilan prices settle is going to be pretty interesting now...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on January 15, 2018, 09:10:42 PM
I know it's necessary, but it's fucking hilarious to me that such small, basic cards got banned.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on January 16, 2018, 01:03:54 AM
I know right? I've got a buddy who played Magic years ago who I was showing the banlist to this morning and he was like "All of these cards seem perfectly fine compared to Skullclamp and Jace. Why are these banned?". Even Looter Scooter doesn't look that bad in a vacuum. And he was able to spot the Crazy Cat Lady combo pretty quickly, unlike Wizards R&D. :V (Granted I put the two cards in front of him and told him to spot the degeneracy, he probably wouldn't have if just presented with the whole card pool.)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 04, 2018, 12:29:18 AM
Oof, yup, Pauper prices are getting crazy. I'm trying to build a Kuldotha Boros variant right now and Battle Screech has hit $6+ a copy. I swear I had a couple of copies laying around for years, but of course I can't find them now...

Edit: Alright, managed to hunt down all the pieces and get some decent deals, so I ordered a token-heavy Kuldotha Boros. I've always wanted to use Rally The Peasants in Pauper and didn't realize it was actually downgraded to common after all in Eternal Masters.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 04, 2018, 04:22:16 PM
Pauper prices are volatile as fuck. I built Kuldotha Boros/Boros Monarch a few weeks ago, and my Battle Screeches were like $7 a piece. A week later, I snagged a whole playset for around $2 a piece.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 04, 2018, 04:56:37 PM
All things considered the deck will have probably run me around $60. But my Lightning Bolts and Pyroblasts are borrowed and they're a decent chunk of that, so I only actually paid $40-45 so far. That bought me a lot of mismatched playsets that I'll need to straighten out later, but I guess that's still very cheap even if it's approaching expensive for Pauper.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 10, 2018, 02:33:42 AM
So I just ordered $5 worth of tokens from Troll and Toad to finish off Pauper Boros, and I figured I'd check to see if they had any sales on sleeves. They have a ton of Touhou sleeves in stock right now. I've bought these before, some of the same designs and some different ones, and I'm pretty happy with the quality of them. So if you have any interest in Touhou sleeves, grab 'em quick before they disappear. My $5 order turned into a $50 order in like 30 seconds.

Now I have Reimu sleeves to go on my red and white deck, which is very satisfying. Too bad it doesn't use counters so I don't have an excuse to whip out my custom Reimu D6s, but I have some red-and-white percentile dice I can use for my life total...  :D
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 10, 2018, 04:23:50 AM
I dropped a little money into PTCGO to get myself some Tapu Lele GXs and some vital cards for Gardevoir-GX deck. It's a blast to play and I kiiiiiiiiiiinda want to build it IRL?

I also pulled 2 Dusk Mane Necrozma-GX from consecutive packs of Ultra Prism in the game too, and pulled a third today. The DM Necrozma and Magnezone deck is real.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on February 10, 2018, 05:32:47 PM
Finally got around to buying the last few cheap pieces I needed to finish up my Ghave, Guru of Spores deck (https://tappedout.net/mtg-decks/ghaves-grinder/?cb=1518283857) and was wondering if anybody had any insights.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 11, 2018, 01:42:23 AM
Alright, let's see...

-32 land is extremely low, even with a few mana rocks and mana dorks.

-Speaking of mana dorks, traditional ones are awful in Commander. Get rid of Elves Of Deep Shadow and Avacyn's Pilgrim. Add Cultivate and Kodama's Reach, which should always be in all Commander decks with green.

-Meren is not very powerful when he's not your commander IMO because it's harder to keep him in play to build up and use experience.

-Ainok Bond-Kin and Kheru Bloodsucker seem underwhelming to me. Ruthless Knave is also questionable.

-Add Lifeblood Hydra if at all possible. Lifeblood Hydra is one of my favorite cards ever. Likewise with Hornet Queen, which is just always good to have around.

-Bone Splinters and Angelic Purge are extremely weak removal by Commander standards. Also not a fan of Abrupt Decay in Commander. Meanwhile Return To Dust, Swords To Plowshares, and Hero's Downfall are much more powerful and not too expensive.

-Manalith is strictly worse than Commander's sphere, which you aren't playing. Felwar Stone and Darksteel Ingot are also much better than Manalith.

-I'm of the opinion that pretty much all Commander decks should be running Lightning Greaves and Swiftfoot Boots.

-Temple Of The False God, Exotic Orchard, and Path Of Ancestry are all must-have lands.

-You're in the correct colors to run the Cabal Coffers package if you want. Add Cabal Coffers, Urborg Tomb Of Yawgmoth, Forgotten Temple, Hour Of Promise, Expedition Map, and Sylvan Scrying. Uvenwald Hydra is optional.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on February 11, 2018, 03:00:52 AM
-Kheru Bloodsucker I mostly wanted to put in because I had the foil version from a Khans draft but it can be replaced if necessary. Ainok Bond-Kin and Ruthless Knave are removable to make room for other, better cards if possible.
-Return to Dust, Swords, and Path can go in. I don't have Hero's Downfall but I do have Vraska's Contempt and Ruinous Path which I consider "close enough", plus Utter End is reasonably obtainable.
-Meren is mostly there because I wanted the reanimation engine, although it can be replaced with something more stable like Baloth Null
-Lifeblood Hydra can go in although I'll have to buy it first. Is Genesis Hydra worth bothering with for this sort of deck?
-Boots/Greaves was being considered but I wasn't sure I had room for it in the 99
-I have Temple of the False God and Path of Ancestry, I don't have Exotic Orchard but I imagine Reflecting Pool is close enough.
-Cabal Coffers and Urborg, Tomb of Yawgmoth are right out unless I can straight-up trade for them. Sylvan Scrying can go in.

This deck is more "I had a bunch of rares, draft chaff, and stuff from other precons I could make something synergistic with" rather than anything meant to be 100% super optimal
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 11, 2018, 03:17:56 AM
-Return to Dust, Swords, and Path can go in. I don't have Hero's Downfall but I do have Vraska's Contempt and Ruinous Path which I consider "close enough", plus Utter End is reasonably obtainable.

Any of those would be great. Ruinous Path is pretty mediocre in my opinion (I much prefer Never//Return as sorcery-speed Hero's Downfalls go), but it's still a totally solid option if you don't happen to have anything else on hand.

-Meren is mostly there because I wanted the reanimation engine, although it can be replaced with something more stable like Baloth Null

Consider Journey To Eternity. If you want to get spicy, Moldgraff Monstrosity is really fun to play with too.

-Lifeblood Hydra can go in although I'll have to buy it first. Is Genesis Hydra worth bothering with for this sort of deck?

I've tested Genesis Hydra in a few decks and I think outside of maaaaybe hardcore ramp it's stone-cold unplayable.

-I have Temple of the False God and Path of Ancestry, I don't have Exotic Orchard but I imagine Reflecting Pool is close enough.

Reflecting Pool is fine, might as well run it, but it's much worse than Exotic Orchard. I recommend anyone interested in Commander pick up 10+ Exotic Orchards, they can be gotten VERY cheaply online (just a few cents), they go in every non-monocolored deck in the format, and they're great trade fodder. I had 20 of them at one point and I'm down to a handful remaining between putting them in my own decks and trading them en masse to people who aren't already running them but have a bunch of decks to put them in. The rules change to Commander mana generation made them great, since they can now produce any color if any opponent controls a Command Tower. And they probably do.

-Cabal Coffers and Urborg, Tomb of Yawgmoth are right out unless I can straight-up trade for them. Sylvan Scrying can go in.

I'm not a big fan of Sylvan Scrying outside of searching Cabal Coffers or maybe other very specific utility lands in certain decks. I wouldn't just slot it in over something like Rampant Growth or Satyr Wayfinder or a mana rock unless you're looking for Coffers or Academy Ruins or another very crucial land. Some people like it just to search out Temple Of The False God though, which is fair enough.

Other generally good and inexpensive cards that are worth considering in your colors: Sunblast Angel, Graveborn Muse, Whip Of Erebos, Greenwarden Of Murasa, Woodland Bellower, Sepulchral Primordial, and Hallowed Burial. I consider all of those cards to be "personal staples", where I would think hard before building a deck in their colors that doesn't include them. Special mention goes to Austere Command, the best board wipe in the format in my opinion, but it's been creeping up in value for a while now and I don't think I could consider it "inexpensive" anymore.

Edit: Hooooly shit I had no idea Urborg and Cabal Coffers had gotten THAT expensive. I wonder if that happened after Hour Of Promise came out? Almost makes me want to sell mine, but my FNM Cabal Coffers has been with me for a long time and I've gotten tons and tons of use out of it, so I think I'll hang onto it. Also, I meant Deserted Temple, not Forgotten Temple, which is not a card. Incidentally, Deserted Temple may be my favorite Magic art of all time. I'd love to have a foil but they're monstrously expensive.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Third Eye Lem on February 12, 2018, 05:11:11 AM
Been pawing through my Pokemon card collection and wondering...Is the Pokemon TCG still played these days? I barely played the actual game (aside from its digital counterparts), and was wondering if anyone still cared about it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 12, 2018, 07:07:24 AM
Been pawing through my Pokemon card collection and wondering...Is the Pokemon TCG still played these days? I barely played the actual game (aside from its digital counterparts), and was wondering if anyone still cared about it.

I dropped a little money into PTCGO to get myself some Tapu Lele GXs and some vital cards for Gardevoir-GX deck. It's a blast to play and I kiiiiiiiiiiinda want to build it IRL?

I also pulled 2 Dusk Mane Necrozma-GX from consecutive packs of Ultra Prism in the game too, and pulled a third today. The DM Necrozma and Magnezone deck is real.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 12, 2018, 02:25:43 PM
InB4 Modern banlist update.

What do you think, will we see the predicted "Ban Lantern piece, unban Jace, unban Bloodbraid"?

I genuinely considered buying a few Tarmogoyfs and a stack of Lightning Bolts at the last second in anticipation of those changes but if they do spike the window to flip will be short because I assume they'll both be in M25. And of course there's a decent chance the banlist doesn't shake out that way after all.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on February 12, 2018, 03:47:34 PM
InB4 Modern banlist update.

What do you think, will we see the predicted "Ban Lantern piece, unban Jace, unban Bloodbraid"?
well the fools did it

Jace and Bloodbraid are unbanned, nothing else has been touched
now to watch repeatable fateseal push Lantern over the top
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 12, 2018, 04:16:52 PM
I don't want to be alarmist, but put me in the camp that thinks this is unnecessarily risky at best. Blatant ad for Masters 25 is blatant...

Hopefully it works out, I dunno.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on February 12, 2018, 05:47:40 PM
So much for ever getting a Jace for EDH.

I'm so glad I quit modern.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Third Eye Lem on February 13, 2018, 03:36:40 AM
quotes
Huh, what's your username on that game? I wouldn't mind dueling you! :D
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 17, 2018, 01:12:03 AM
I finished Kuldotha Boros and have been testing it against a few people. I really don't like the mana base of the standard version of the deck. It feels like it has too many tapped lands and too few lands overall. I may need to make room for 1-3 more lands and consider cutting the Windscarred Crags or cycling lands or something for more basics. If it gets rolling (and doesn't get an awkward draw with all Kor Skyfishers and Glint Hawks or something) then it tends to take over games, but the slow and light manabase seems like it chokes more often than I want it to.

I've had more than a few games where I could have been completely blown out by having my Prophetic Prism destroyed since it was my only source of red mana and my only artifact to bounce with Glint Hawk, but fortunately people never target it. People tend to board in artifact removal for my Great Furnaces and Ancient Dens, but if you're ever playing against Kuldotha Boros keep in mind that Prophetic Prism can be really important early game, so it might be totally worth spending half an Ancient Grudge on. Especially in response to a Glint Hawk or Kuldotha Rebirth. The blowout potential can be huge.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on February 23, 2018, 03:58:07 PM
So they just posted the lists for the Challenger Decks (https://magic.wizards.com/en/articles/archive/feature/challenger-decks-lists-2018-02-23) and they look... actually pretty playable out of the box. Wish these weren't coming out with so much Kaladesh/Amonkhet content with rotation gradually approaching but the fact three out of the four prebuilts resemble ones that have been popular in the meta gives me hope for the product
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 23, 2018, 04:14:05 PM
Woah, I'm really impressed by those. They're not perfectly refined obviously but that's a very solid foundation.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on February 23, 2018, 05:46:28 PM
meanwhile I am really having a craving for building UG Merfolk for standard. I feel like I want to go for "Deeproot Elite, a bunch of hard-to-block and/or hard-to-kill stuff, and Curious Obsession". Short of more stuff getting hit with the banstick it should be reasonably future-proofed until 2019 apart from Blossoming Defense rotating out

Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 23, 2018, 06:00:16 PM
Yeah, and it's pretty cheap aside from Kumena. Unfortunately the deck really isn't the same without him so you can't really leave him out, but I guess that's why he's expensive...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 26, 2018, 04:45:48 PM
Alright, the Masters 25 previews begin and we already have a new Pauper card. Balduvian Horde is down from rare to common. I doubt any deck wants it, but I guess it's possible some Hellbent deck could form around it as a fringe option. I think the problem is that many of the decks that it might hypothetically slot into can run Gurmag Angler...

Pillage is also down to common. Stone Rain sees some fringe play in Pauper and a more flexible Stone Rain is theoretically good, but I'm not sure any deck wants to deal with the more stringent cost since land destruction kind of needs to be on-curve to be great.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on February 27, 2018, 08:00:28 PM
Relentless Rats is getting shifted down to common

this ought to be entertaining
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on February 27, 2018, 08:07:05 PM
Yeah, I'm reeeeally interested to see where that goes for Pauper. It should go... at least somewhere? I'm not sure if it has the potential to be anything but a fringe deck, but it might.

Part of the problem with Relentless Rats is that it's just a worse slivers unless you're playing more than twelve copies. Arguably more than 16 copies. Or you really care about being mono-black, which to be fair is relevant. I assume any rats deck will be playing four Gray Merchants...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 02, 2018, 04:59:37 PM
Full gallery for Masters 25 is up. (https://magic.wizards.com/en/articles/archive/card-image-gallery/masters-25)

There's a lot of good cards in here I like, even among the commons and uncommons. There's all-time classics like Lightning Bolt and Brainstorm, Modern  like Cursecatcher and Simian Spirit Guide, Pauper pieces like Nettle Sentinel, and a lot of cards that are just fun in casual play.

My only complaint is that we could have used a Gush reprint, but I mean, considering how much they had to do with this set, getting it almost completely right isn't bad
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 02, 2018, 05:28:07 PM
I'll have to take the time to pick the list apart later, but there's some good stuff in there. Notably missing are Gush, Needle Drop, and (unsurprisingly) the Pauper boogeyman Oubliette.

Honestly I'd just like to see an Oubliette ban at this point until it gets a reprint. A prohibitively expensive and extremely competitive Pauper archetype is against the spirit of the format, and Merchant Control is still perfectly functional without it, if significantly worse. I don't think it's format-breaking, but it is problematic.

Edit: I didn't realize how crazy Loyal Sentry is in the Pauper meta until The Professor pointed it out. It's definitely the best anti-Bogles tech we have and comes in against Eye Candy and Heroic as well. I think it'll force Bogles to dilute their sideboards and post-board decks with Pacifism at the very least, which is always nice, and it probably lets everyone else reclaim a few sideboard slots. And I like the idea of it with Grim Harvest in Pestilence...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 09, 2018, 01:07:10 AM
well uh

a bunch of Dominaria stuff got accidentally leaked on the WOTC Chinese website so they decided to get in front of it and print the official release notes in all languages

it's on the official website, I won't link it here out of respect for people who don't want to see spoilers
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 09, 2018, 04:06:02 AM
I tried to read it but gave up pretty fast. A huge infodump with no images is kind of hard to parse. And Wizards does their spoilers in an order for a reason, seeing contextual stuff in the right order tends to make the set easier to digest.

I gotta admit I didn't really like any of the mechanics at all on paper, but that might just be that lack of context. Definitely curious to see how everything comes together with images and stuff.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 09, 2018, 08:12:53 AM
New mechanics are SUPER intriguing. Looking forward to this. Will it get me to play standard? Probably not. But still.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Third Eye Lem on March 14, 2018, 05:20:43 AM
I dunno if anyone here follows Vanguard, but after seven years, the series is getting a rebooted anime and new cards. Oh, and a mobile game that's coming out in English, that's the most important part! (https://en.cf-vanguard.com/information/cardfight-vanguard-new-series-information/)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on March 14, 2018, 07:50:23 AM
Vanguard is super gg now

Why did I just buy Nightrose
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Third Eye Lem on March 14, 2018, 07:01:52 PM
Why did I just buy Nightrose
Because Granblue and the other water clans are awesome?
Also, one of the antagonists in G uses a Granblue deck so that might also be a factor
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 17, 2018, 12:24:33 AM
I am about to start a draft of Masters 25 and the more I think about it the more aggravated I get about the fact there were so many other green mythics they could have put in instead of the tree

Hell, just reprint Tarmogoyf again
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 17, 2018, 03:08:16 AM
In a recent FAQ it was apparently revealed that Tree Of Redemption was a last-minute replacement for something that they decided they couldn't print at the last second. They picked a bad mythic that they knew couldn't possibly break sealed. This is kind of discredited by the fact that Triskaidekaphobia is also in the set, but I guuuuess it's possible it was already there for some reason.

So anyway, there are a few conspiracy theories about what's going on if that's true. Some people figure it was Tarmogoyf and Wizards decided late in production that having a box value that was too high would be a net negative for some reason so they decided to remove it, and some people think they were going to reprint a reserve list card (which probably would have been either Fastbond, Survival Of The Fittest, or Earthcraft given that it occupied a green mythic slot) and got cold feet at the last second about the possible legal consequences. I guess it could always be something like new art that didn't come in on time or something too, I don't know, but at any rate the claim is that Tree was not intended to be in that slot.

Edit: Wait a minute, Triskaidekaphobia doesn't even do anything with Tree Of Redemption. That's the wrong tree! What a bizarre fakeout. Why put both of them in the same set?!
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 17, 2018, 04:17:43 AM
well, I had fun drafting the set, but it didn't feel like an experience worth $30

Horseshoe Crab is absurdly powerful if you're able to build your deck around it, it turns out
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 17, 2018, 04:51:17 AM
One of my roommates has been trying to make Horsehoe Crab Pauper a thing for a while, but without Heavy Arbalest it doesn't seem like the payoff is quite there. We still test the deck occasionally though, maybe we'll figure it out eventually.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 19, 2018, 12:53:42 AM
Another local store is picking up Pauper. Only monthly events, but we had 11 people for the first one which is pretty great given that the only person there who plays anywhere else locally was me. I 4-0ed with Pestilence, although I did have a first-round bye and ran abnormally hot. We saw a pretty decent spread of decks, only one duplicate list that I saw (Izzet Blitz) and only one "I thought Pauper was basically limited so I just brought a pile of unplayable commons I had laying around" deck.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 20, 2018, 02:52:06 PM
so they just previewed the Signature Spellbook

it's going to contain special versions of the
original Jace Beleren, Counterspell, Blue Elemental Blast, Negate, Threads of Disloyalty, Mystical Tutor, Brainstorm, and Gifts Ungiven, as well as a ninth card that will be a foil of one of the previous eight.

Looks pretty good, and actually a bit better than what I was actually expecting
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 20, 2018, 08:36:59 PM
A little disappointed that this is supposedly what's replacing From the Vault though.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 20, 2018, 08:58:28 PM
As someone who likes crazy card frames and never bought a From The Vault because they were always prohibitively expensive, I'm into it. What I'm not into is more Jace oh my god. Please banish Jace from the storyline for at least five years, I am tired of looking at him.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 21, 2018, 12:20:49 PM
My problem with it is that there's no chase card. Almost all of those are cards that cost around a dollar or less, with Jace, Mystical Tutor, and Gifts Ungiven costing a couple dollars. That's... really lame to me. At least FtV had some occasional cards that needed a reprint due to rising prices and usually something super good to make the cost more than worth it.

(What I'm saying is that I'm salty I didn't jump on Lore when I had the chance and wasn't around for Relics/Realms/Twenty)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 21, 2018, 12:31:36 PM
Where are you seeing Mystic Tutor, Jace Beleren, and Gifts Ungiven at a couple dollars? I'm seeing $7-8 everywhere, which more than makes up the price tag with those alone. In this case I think the "chase card" will probably end up being foil Counterspells and Brainstorms either way. I'll be curious to see what those settle at.

Of course I'm assuming that Signature Spellbooks are going to be available at MSRP, and when I'm comparing them to From The Vault I'm assuming that FTV is not. Because I think the only FTV I ever saw on a shelf for less than double recommended retail was Annihilation because it was worth well under $40 in singles.

That's obviously not really a fair comparison, and if every store slaps a $40-50 pricetag on this product immediately then it will be a pretty weak replacement. If I can buy it at Target for $20 then it's doing much better work as far as I'm concerned.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 21, 2018, 03:14:42 PM
So we have lists for the Elves vs. Inventors duel decks. No new cards, but the decks themselves look pretty decent and have some cool stuff and I like the reprint selection.

Also we're getting official some official reveals for Dominaria now and I like what I'm seeing so far, even with the commons (although I may just be super excited about commons because I intend to mostly play this set in draft)
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 21, 2018, 04:20:55 PM
I was really hoping for a Quirion Ranger reprint in the elves deck. No dice. Is that a new Elvish Archdruid art though? It's pretty rad.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 27, 2018, 03:07:56 AM
Main set Zhalfirin Void has spectacular art. I'd love to have a poster of that. I'd say a playmat but it's unlikely anything will ever top my Danmaku! playmats.  :D

So what do you think of the Firesong And Sunsinger controversy? They're a card that's part of Dominaria but isn't in the set. It's only available as a Buy A Box promo. This seems like a dangerous precedent to set to me, and to a lot of people. This particular card doesn't seem especially good, but I'm not sure I trust Wizards not to get greedy and eventually make the next Scarab God an exclusive promo eventually, given their rough track record lately. And this card does some unique and powerful stuff, so there's always an outside chance it's going to end up being good despite being expensive and slow, and that could do some weird things to the secondary market.

I'd much rather see a flashy promo of a staple card with a very unique frame or art or foil process or something over this, although I appreciate that they're trying to make box promos exciting. How about an Opt with a masterpiece-level foil treatment or Comic Con exclusive-level experimental art style or something next time?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 27, 2018, 01:14:29 PM
So what do you think of the Firesong And Sunsinger controversy? They're a card that's part of Dominaria but isn't in the set. It's only available as a Buy A Box promo. This seems like a dangerous precedent to set to me, and to a lot of people. This particular card doesn't seem especially good, but I'm not sure I trust Wizards not to get greedy and eventually make the next Scarab God an exclusive promo eventually, given their rough track record lately. And this card does some unique and powerful stuff, so there's always an outside chance it's going to end up being good despite being expensive and slow, and that could do some weird things to the secondary market.
That seems to be the general consensus among people I'm following. I've heard people calling it "preorder DLC for cardboard" and I can't say I disagree. They must really want to make their sales look good after the last two Masters sets, huh.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 27, 2018, 01:16:03 PM
That seems to be the general consensus among people I'm following. I've heard people calling it "preorder DLC for cardboard" and I can't say I disagree. They must really want to make their sales look good after the last two Masters sets, huh.

Someone on Tumblr is doing an offer where they are buying up unwanted copies of Firesong and Sunspeaker and then giving them away to people who do want them, so that's good, at least.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 27, 2018, 02:21:37 PM
That seems to be the general consensus among people I'm following. I've heard people calling it "preorder DLC for cardboard" and I can't say I disagree. They must really want to make their sales look good after the last two Masters sets, huh.

Did Masters 25 flop? Nobody around here has any product. Maybe they just drastically under-ordered.

Edit: Oh wow, new logo. I don't love it in a vacuum, but it looks nice on packaging.

Maybe even more interesting is the new card backs. It's no secret that Wizards has wanted to replace the Magic backs since forever, but if I read the announcement article correctly these aren't actually being implemented in paper. At least not yet.

I do like the design quite a bit, I think they look slick as hell, and other games have successfully introduced new card backs before. I'm guessing these will be implemented in paper Magic in the near future, probably in the next core set.

And if that's the case I hope they finally pull the trigger on the Instant/Sorcery split and get rid of Instants as a card type (while adding an Instant supertype to spells so Giant Growth becomes an Instant Sorcery and Snapcaster Mage becomes an Instant Creature). Seems like it would make sense to finally make both of the two big changes they've always been too conservative to make at the same time, and this year seems like a good time to do it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on March 28, 2018, 04:41:43 PM
Masters 25 was a massive flop and the card backs won't be changing afaik, but they're making card sleeves to spoof such a thing.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on March 28, 2018, 05:25:59 PM
I called around at card stores and checked in at four different grocery stores over the last three days, and as far as I can tell you can't buy a Master's 25 pack locally. Nobody has any product left. Although I'm pretty sure that's because everyone just ordered very little.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 28, 2018, 05:48:49 PM
I wonder if people ordered less stock of Masters 25 because they weren't sure they were going to be able to make their money back on it, especially after Iconic performed badly and a bunch of people had to cut prices drastically to clear out their stock

Remember when we only got one Masters set a year and people liked them? Honestly I hope more non-Standard sets are like Conspiracy and Battlebond in terms of "affordable, accessible, and actually meant for people to open up and play"

As for the card backs, they're probably staying as is because they've wanted to change them as early as Arabian Nights or the rest of the Deckmaster brand line tanking and both times they decided against it, so I imagine it'll stay as is unless they can come up with a very strong justification
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on March 29, 2018, 03:36:15 AM
Has anyone else been playing MTG Arena? I've been having fun with it, threw all my resources at a Dino deck but been doing well with a UB deck featuring 1 Nicoh Bolas and Locust God
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on March 29, 2018, 04:32:19 AM
Has anyone else been playing MTG Arena? I've been having fun with it, threw all my resources at a Dino deck but been doing well with a UB deck featuring 1 Nicoh Bolas and Locust God
I've been trying to get into the beta, no response yet

Update: getting my key on Friday night when I'm going to be actually playing in paper so probably not getting to it until Saturday or so
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 05, 2018, 08:24:00 PM
So anyone keeping up with the official Dominaria spoiler season? I feel like it's easier to take in with the slow, gradual reveal rather than having half the set dumped at once plus the art has been really, really good.

I really want to build monogreen aggro in Standard with some of the tools that are going to be available
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 05, 2018, 08:50:12 PM
Yeah, I'm also really liking the look of mono-green. Or maybe knight tribal.

The art in this set is incredible. There are like ten cards so far I would buy playmats of. Adventurous Impulse has amazing art and also looks like a great card.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 12, 2018, 03:49:11 PM
Full card gallery for Dominaria is up now. (https://magic.wizards.com/en/articles/archive/card-image-gallery/dominaria)

As someone who only started playing within the last few years and didn't really feel at all invested in any of the old lore that happened before Lorwyn/Alara, they've done a really good job making me and a lot of people feel really excited for this set.

There are a lot of cool reprints here, and this isn't getting into all the cards which are designed as homages to previous ones as well.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 15, 2018, 04:11:09 AM
Alright, Pauper cards...

-Blink of an Eye a functional reprint of Into the Roil with way goofier art. Into the Roil does see a fair amount of Pauper play, but I don't think any decks want copies 5-8.

-Unwind seems amazing. One of the weaknesses of Delver is that it tends to choke its own mana pretty badly between Daze, Gush, and a low land count, so you can sneak things past counterwalls by just casting running threats. And Unwind can produce extra mana pretty easily in Teachings since it runs a lot of Dimir Aqueducts.

-Cabal Paladin seems like it has some potential in some kind of weird Eggs-like deck. There are a ton of cycles-from-play-for-free artifacts in Pauper and people have been experimenting a lot with Bleak Coven Vampires lately, so maybe some kind of Black Eggs could become a thing?

-Dark Bargain is basically a stretch limo version of Read the Bones which is a stretch limo version of Sign in Blood/Night's Whisper, which see plenty of play. Some control decks may want it. I'm slightly interested in the fact that I can tutor for it with Dimir House Guard in Pestilence. It doesn't dig quite as deep as Read the Bones though which does matter.

-Demonic Vigor may be a bit better than Undying Evil in Zuberas.

-Divest seems pretty powerful in general, I could see it seeing sideboard play.

-Rat Colony is probably better than the newly-legal-and-basically-unplayed Relentless Rats despite dying to a lot of extra common removal. Still not sure if it's good, but it can get deadly fast.

-Ghitu Lavamancer is insane. I'm genuinely scared for how powerful this card is.

-Radiating Lightning is another board sweeper alongside Blazing Volley and Electrickery. It's a weird one, I'm not sure what deck would want it over those, but it seems pretty good on paper. Maybe it's main-deckable in Boros or something which could give it a niche?

-Adventurous Impulse is amazing in general and should see play in most if not all formats. Digging three cards is admittedly kind of shallow so it could miss occasionally in the wrong deck, but it makes a lot of sketchy hands easily keepable and smooths out inconsistent decks like Aristocrats quite a lot. Basically feels like a green Ponder to me, I can see it seeing a ton of play.

And as an honorable mention, the basic land in this set is incredible. Wizards has been hitting basic land out of the park lately in general with Amonkhet and Kaladesh, but these might be even nicer. It even has pretty Mountains which is often not the case.  :D I'll be on the lookout for foils of a solid half of the basics.

Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 22, 2018, 12:07:09 AM
I got an incredible sealed pool where I opened a prerelease foil Karn, which I pretty much immediately flipped for a bunch of money toward a box. The box was... weird, only three mythics, but they were all decently good mythics and there were some nice foil rares in there too. Strongly considering building the knights deck, but History of Benalia just keeps going up and up in price which is kind of worrying. I didn't open any and I don't know anyone who did. The knights deck feels pretty weird, not really sure it actually works, but I definitely want to try it.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 22, 2018, 12:41:47 AM
Went 2-2 at my prerelease, wound up going mostly white/blue but had to splash black because I had both WB legendaries and a Cast Down and you don't look that gift horse in the mouth. Got Jaya Ballard and Multani but not enough of a red or green pool to make either work. Doing another prerelease tomorrow and gonna see how that one turns out
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Sect on April 22, 2018, 01:05:39 AM
I realize that this video isn?t TCG related, but it is cardboard related (https://m.youtube.com/watch?v=4m6N_uMfCsw).
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on April 22, 2018, 04:32:49 AM
Man, feels like so many people are getting crazy luck with their prerelease packs.

Meanwhile, over here in chaff city:

Promos: Yargle (a good froggy boi) and Woodland Cemetery
Rares:
The Mending of Dominaria
Helm of the Host
Precognition Field
Fall of the Thran
Grand Warlord Radha
Hinterland Harbor

Honestly if I stayed for the games (I'm so done with staying out so late for real), I could have done really well with a GB deck. I had a ton of good commons and uncommons for that.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 22, 2018, 03:08:48 PM
Yargle is secretly terrifying in sealed. My buddy got third place (one higher than me out of 24 people) with a black/white deck with a Yargle and an On Serra's Wings that occasionally combined to instantly win games, and one of the other people who came with me got a game over on me in the last round with the same combo. Along with The Blackblade there's a lot of scary inevitability in this sealed environment..

Meanwhile, who out there has the guts for a Yargle Brawl deck? :D
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 22, 2018, 03:20:18 PM
personally my interest in Yargle is the six months that Fling is going to be still in Standard because that sounds like the most hilarious wincon, especially if you can cast Insult first
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 22, 2018, 03:37:47 PM
Maybe this is my Pauper bias talking where I've died to this combo a million times with artifact lands, but Fling Yargle seems kind of counterproductive when Fling Atog is in the format. Only needs four artifacts to be as big as Yargle and getting bigger doesn't seem tricky. Especially when one of the artifacts can be Inspiring Statuary to make everything cheaper. And you can throw Claim//Fame in there for consistency.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on April 22, 2018, 03:44:00 PM
honestly I'd rather just stick with Pummeler for the Fling combo since you don't necessarily need Fling to win with it plus you get Blossoming Defense to protect against removal
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 23, 2018, 03:01:04 AM
Ended up going to another prerelease tonight. A two-headed giant one. It was fun, my buddy and I built really fun decks and they were a blast to play, but rounds were best-of-one and we got dunked by variance against much worse decks in two games which was unfortunate. Picked up a prerelease foil Kwende for the knights deck, that was nice.

This format honestly feels great. It's bombs bombs bombs slapping into each other in a way that feels pretty balanced. I haven't seen a card yet that felt format-breaking, the removal feels right for the power level, and there are a few directions you can build in. It maybe doesn't feel like there are super defined archetypes outside of a couple of color pairs, but that's fine by me. Might not be the best sealed format to play a hundred times, but it's great to play a few. And maybe it would be fun a hundred times, I dunno.  :D
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on April 30, 2018, 09:29:37 PM
Has anyone played any Brawl? I'm building Hapatra, Vizier of Poisons but I don't really know how I should be building my decks. Do Commander rules apply as far as determining general playability goes, or are smaller effects good? Especially on creatures?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on May 01, 2018, 03:33:14 AM
I dunno. I imagine having the smaller card pool to work with means you're going to be possibly using smaller effects out of necessity just because you don't have any better tools at your disposal. I'm going to try putting together the Beckett Brass deck I had planned and see how that works out
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 01, 2018, 04:31:35 AM
I had a really hard time shaving the deck down to 59 cards, so I don't think there's a lack of playables in the format. It's just a weird tension between being on-theme to support your commander and including general goodstuff.

I'm kind of concerned about the format just because there are very few ways to protect and recover commanders. Arguably the best protection option is Curator's Ward in blue unless I'm forgetting something, but no Lighting Greaves and Swiftfoot Boots makes me think locking people's commanders under removal is going to be a common occurrence. And if you have a synergy commander and not a goodstuff commander that means you're automatically on the back foot.

Seems like maybe the "best" strategy would be to play a commander with ETB value and just ignore it beyond that, which is pretty lame in my opinion. But Hapatra is 2 mana so hopefully I'll be able to keep her in play enough to use her. I was running a bunch of mediocre one-time protection at one point but I had to cut most of it for space.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on May 07, 2018, 08:52:58 PM
Finally stopped procrastinating and got around to opening the Dominaria bundle I got with store credit a few weeks ago. Managed to pull a Karn so that pretty much is the entire value earned back right there.

Slimefoot still hasn't come home yet.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 09, 2018, 04:22:22 PM
Goddamn, Dominaria prices just keep rising. I think I gotta grab my fourth History Of Benalia today. I can't imagine it rising any more but this is like the third time I've said that...
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on May 18, 2018, 03:02:38 PM
Spring announcement day (https://magic.wizards.com/en/articles/archive/news/2018-spring-announcement-day-2018-05-18) is here again.

In summary: Ravnica confirmed
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: hyorinryu on May 20, 2018, 10:02:06 PM
Goddamn, Dominaria prices just keep rising. I think I gotta grab my fourth History Of Benalia today. I can't imagine it rising any more but this is like the third time I've said that...

I just ordered a booster box. I've always wanted to order a booster box.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 21, 2018, 02:06:32 AM
Well good luck! Opening boxes is always a blast and this is one of those rare times that it has a decent chance of being worth it.  :D

So I've been playing quite a bit of Brawl lately and I think my Hapatra deck is accidentally good. I keep oppressively rolling people with it. I don't know if Hapatra is secretly meta or people are building bad decks or I'm just getting lucky. Probably a combination of the last two. After the format changes Brawl is actually great, I look forward to Brawl games between rounds more than actually playing in events. Been seeing a nice wide variety of decks, lots of cool cards are playable, it's extremely affordable... I definitely recommend people give it a shot. I didn't think I would like it, but I do, a lot.

https://tappedout.net/mtg-decks/20-05-18-CTf-hapatra-brawl/?cb=1526868346
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on May 21, 2018, 05:15:11 AM
Goddamn, Dominaria prices just keep rising. I think I gotta grab my fourth History Of Benalia today. I can't imagine it rising any more but this is like the third time I've said that...
I'm hearing from my LGS that part of the reason for the Dominaria price increase is that demand for the set massively outstripped supply and WoTC simply isn't able to ship print runs to retailers fast enough to keep up in the US

UPDATE: Battlebond previews are starting. Support and Partner are returning mechanics, we have a new mechanic called Assist, and Doubling Season is getting a reprint
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 22, 2018, 03:36:50 AM
So is it just me or is Gorm The Great from Battlebond very confusing?

"Gorm the Great must be blocked if able, and Gorm must be blocked by two or more creatures if able."

What? So if I have three creatures do they all have to block him? Or do just two have to block him? Either way I feel like that should have been worded differently.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 22, 2018, 02:25:51 PM
Just have 2.

It would be better worded as "must be blocked by 2 or more creatures, and must be blocked if able".
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Mеа on May 22, 2018, 02:34:33 PM
It would be better worded as "must be blocked by 2 or more creatures, and must be blocked if able".
Although this makes it sound like it wouldn't be blockable if you only have 1 creature, whereas the original text sounds to me like you can block it with just 1 creature if that's all you have available to block with.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: hyorinryu on May 23, 2018, 12:58:41 AM
My box came today. Now to find people to open it with.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 23, 2018, 12:41:27 PM
Although this makes it sound like it wouldn't be blockable if you only have 1 creature, whereas the original text sounds to me like you can block it with just 1 creature if that's all you have available to block with.

It makes it sound that way because it can't be blocked by just 1 creature. The reason why I flipped it is because "can't be blocked unless blocked by 2 or more creatures" is Menace and I'm not sure why they didn't just label it as such since Menace is more or less an evergreen mechanic. So Menace already establishes that it can only be blocked by 2 or more, and the second bit says that opponents don't have a choice, they MUST block with at least 2 if they have 2 or more.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 25, 2018, 01:59:48 AM
I just cashed in a chunk of my trade binder for most of a Modern deck. I'm picking up WB Tokens I think. Gonna start with a half-budget build and round it out over time.

Man, I really only play WB apparently. Pestilence in Pauper, Knights in Standard, and Tokens in Modern. My favorite color is green, how did this happen?
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: hyorinryu on May 25, 2018, 03:16:24 AM
My box wasn't great sadly. I got a Mox Amber, foil helm of the host, golblin chain guy, and a few lands. Most of the other stuff was sub 5$
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: MatsuriSakuragi on May 26, 2018, 04:02:47 AM
Back from my first FNM in Standard since Eldritch Moon.

Deck: Mono-Blue Winds (https://www.mtggoldfish.com/articles/instant-deck-tech-30-mono-blue-winds-standard), though replace 1 Nimble Obstructionist with Unwind (it was bad but I didn't get one more in time and the LGS was out), and drop 1 Island for Karn.

This deck is fucking great and I said I was just running this as a way to get my feet in the format again, but I'm sticking with it as long as I can because again, it's great.

Match 1: against Red-Green Vehicles... or something. Had Heart of Kiran, Scrapheap Scrounger, Rekindling Phoenix, Jadelight Ranger, Merfolk Branchwalker... stuff like that.
Went 2-1 against him, and would have been 2-0 if I hadn't kept a risky 1-land hand (I had 2 Siren Stormtamers and an Unsummon so I thought I could stall until I had more lands, but alas.)

Match 2: Mono-Black Control
Went 2-0 against it. I thought I'd have a hard time with it, but no, turns out Stormtamer is great against pesky kill spells and Negate stops Bontu's Last Reckoning and shit.
Also, cycling Nimble Obstructionist against Saga triggers (he had Rite of Belzenlok) is really fucking funny.
"Can you do that?!"
"Sure can."

Match 3: Blue-White Control
Went 2-0 again. I thought I'd be royally fucked against this deck but in game 1 I was able to counter all his counters/removal and he never pulled Teferi. Game 2, he had to mull down to 5, got Teferi out, but I killed him with extreme prejudice before he could get the emblem out. Felt kinda bad, but at the same time, I know I shouldn't.

Match 4: Black-Green Counters
Went 1-2. I just don't know what to do against this deck. I couldn't keep my creatures alive AND mitigate Walking Ballista/Winding Constrictor at the same time, and I just couldn't take off before the counters got stupid. And Unsummon wasn't a very good card because his kill spell of choice (Chupacabra) would have been reusable, Ballista and Constrictor are cheap, and Verdurous Gearhulk would be really dumb to send back.

Still, punching down really expensive decks with relative ease with this $30 ultra-budget deck felt good. Got 3 packs (Foil Isolated Chapel and Tempest Djinn, Goblin Chainwhirler, Marwyn the Nurturer), and felt lucky and bought 3 more (History of Benalia, Josu Vess and foil Forest, The Antiquities War).

It has been a good night. Feels good to play Magic again for once.

Losing Nimble Obstructionist in rotation is gonna feel real bad though. That card was easily the MVP next to Djinn.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: commandercool on May 27, 2018, 06:09:48 PM
WB Knights has been a huge disappointment so far because it has horrible matchups against both WU Control and BG Snake. It scoops to both board wipes and big Walking Ballistas and those are extremely common.

I think I need to abandon the aggro build of the deck and go midrange. The key card to Knights us really Aryel, Knight of Windgrace. I always feel like I'm winning when she's in play and losing when she isn't, and her "tap knights to destroy creatures" mode is secretly the payoff to the tribe. I need to go up to four Aryels and cut some one and two drops. Although that's edging me closer to a deck that just wants 4x Karn, and he's going to have to drop a ton for me to consider that.

Incidentally I sold my foil Karn for $100, including some cash, some credit, and some cards for the Modern deck. Modern WB Tokens is just about playable now, I'm just missing a couple of Inquisitions that are in the mail and three Auriok Champions. It's not an optimized list by any means, but it should be usable. My trade binder is lot lighter now, but that's not necessarily a bad thing.
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: Tamer Anode/Cathode on May 27, 2018, 06:16:36 PM
I wound up with ANOTHER Karn at my draft on Friday. Someone passed it to me because their pack had that and a foil mythic (which we suspect was another Karn)

I feel this is going to be like Amonkhet where I coast by on store credit from trading in mythics I pull which I'm fine with because I can put my money to my other hobbies that way
Title: Re: Cardboard rehab: TCG/CCG thread
Post by: PX on May 27, 2018, 09:42:50 PM
Now is probably a good time for a new thread if anybody wants too. Also Rat Colony in MTGA is actually fun don't know why