Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
AnacondaHL
Feb 15, 2009

I'm the lead trumpet player, playing loud and high is all I know how to do.

BizarroAzrael posted:

Had a good time at the prerelease, here's what I played with:

22 cards

//Land
9 Plains
5 Mountain
5 Forest

Playing 41 cards is a thing that, IMHO, can be done given very specific circumstances. 19 Lands is never one of those circumstances.

Adbot
ADBOT LOVES YOU

PJOmega
May 5, 2009

TenjouUtena posted:

You don't seem to have made any huge mistakes. Lair Delve is better than it looks on the face it's practically made for limited (75% of your cards are activated by it), and I don't think the fake glint hawk idol thing is nearly as good as it seems.

I kept Lair Delve out because I knew how badly I would tilt if I whiffed it, especially on Tamiyo. Plus 3 mana at sorcery speed for a .5 card advantage play made me wary.

The Angel's Tomb was a fantastic player, both on offense (due to being able to stack its activation and soulbond target), and defense through Ghostly Flickers. Without flicker effects or a lot of soulbond effects, I would agree it isn't as good.

Lunael: I agree, I should have been playing Spectral Prison over Ghostly Touch. There aren't too many spells I would be worried about outside of G and W to break it, so I brought it in when G wasn't present in the opponent's deck.

BizarroAzrael
Apr 6, 2006

"That must weigh heavily on your soul. Let me purge it for you."

AnacondaHL posted:

Playing 41 cards is a thing that, IMHO, can be done given very specific circumstances. 19 Lands is never one of those circumstances.

I must have made a mistake, I definitely had 18 land and 40 cards, but the land came from the store's box and was returned prior to my writing the list up. I suspect I had 4 mountains.

Lunsku
May 21, 2006

I think I'd have cut red to a splash in your deck BizarroAzrael, just for Thatcher's Revolt and Pillar of Flame. I'm wondering even if the right splash would be black for Death Wind and Bone Splinters, but the synergy between Thatcher's Revolt and either Goldnight Commander or Champion of Lambholt is just so busted that I think I couldn't resist it.

2 Moorland Inquisitor
1 Wandering Wolf
1 Emancipation Angel
1 Borderland Ranger
1 Wolfir Avenger
1 Champion of Lambholt
1 Trusted Forcemage
1 Goldnight Commander
1 Midvast Protector
1 Riders of Gavony
2 Seraph of Dawn
1 Nettle Swine
1 Geist Trappers
1 Archangel
--
16 creatures

1 Divine Deflection
1 Defang
1 Banishing Stroke
1 Sheltering Word
1 Thatcher's Revolt
1 Pillar of Flame
--
6 other spells

9 Forest
7 Plains
2 Mountain
--
18 lands

Lands bent towards green to facilitate more reliable T3 Wolfir or Champion and fixing, in exchange for less reliable Seraphs. Emancipation Angel is anyway mostly a value card that might have its best uses late in the game, when you can pick up guy from Defang or Spectral Prison or just double up on Commander or Champion with a cheap guy.

BizarroAzrael
Apr 6, 2006

"That must weigh heavily on your soul. Let me purge it for you."

Lunael posted:

I think I'd have cut red to a splash in your deck BizarroAzrael, just for Thatcher's Revolt and Pillar of Flame. I'm wondering even if the right splash would be black for Death Wind and Bone Splinters, but the synergy between Thatcher's Revolt and either Goldnight Commander or Champion of Lambholt is just so busted that I think I couldn't resist it.

That was pretty much my reasoning, yeah. Might work better in constructed, or maybe removal and counters would make it too hard to set off. It's an idea I'd like to explore. I felt I should go human tribal when only I think Vigilane Justice and Kurin Striker specified humans, whilst Champion and Commander and are much better. I hadn't used Emancipation Angel as I didn't really see his trigger as anything but a drawback. Your list looks good where I can remember what the cards do, obviously don't know the whole set offhand yet.

Edit: Commander's Authority might have worked, maybe? It's expensive for a 1/1 creature a turn for a 5 mana spell but getting the trigger each turn might have been good in this context.

BizarroAzrael fucked around with this message at 01:01 on Apr 30, 2012

joshtothemaxx
Nov 17, 2008

I will have a whole army of zombies! A zombie Marine Corps, a zombie Navy Corps, zombie Space Cadets...
Increasing Savagery is possibly the best limited card. I've drafted it three times now, and I've won the tournament all three of those times (and about half the games with it).

ProfessionalNinja
Sep 26, 2004
I am the Professional Ninja
Went back for the second night of pre-releases, since I pulled money the first night.
Opened a Cavern of Souls, and nasty Black/Green and Red/Blue. Made a UR Humans deck, and a BG Big rear end Nasty Soulbond dudes deck, and went 3-1 got 3rd place out of 14. Only match I lost was because of mana screw, and a 4/4 haste dragon dude. Pulled a Vexing Devil in the prize packs though, and a foil Favorable Winds, so I am happy about that.

Black green is definitely my favorite in limited so far, as I have done well with it the two times I tried it, hopefully it does as well in drafts as it does in sealed.

meanolmrcloud
Apr 5, 2004

rock out with your stock out

AnacondaHL posted:

Playing 41 cards is a thing that, IMHO, can be done given very specific circumstances. 19 Lands is never one of those circumstances.

I always play 40 on MODO but IRL, I'll go up to 41 (18 lands) if I'm splashing a third color just because I don't feel comfortable with my shuffling skills and don't want to have a lovely time getting mana screwed.

Death Pits of Crap
Nov 6, 2007
Cube is coming back Wednesday, and I'd like to talk about what I tried that did or didn't work.

White aggro with Armageddon effects never got there. I would play a couple of weenies, they would play a larger guy, and I would be stuck up poo poo creek with the option of 'geddoning and hoping to topdeck cheap removal, or sitting around watching the opponent play larger creatures. I straight up don't know how to draft a deck to win games that way - I was getting decks of weenies, 'geddon, and Gideon and/or Elspeth. What does a good 'geddon deck look like?

Black aggro was okay, but I say that after only drafing it once, and I won largely off of three (!) Swords. Necropotence and Obliterator never showed up to shine; the deck benefitted a lot from splashing Red for a man-land and Hero of Oxid Ridge.

Grixis control decks were good, but not great. Drawing the wrong cards at the wrong time was so goddamn awful.

White / Green aggro decks were strong, and felt the most reliable overall.

I drafted a G/B Fauna Shaman "ramp into Kozilek and pray" deck, which lost to a White Weenie deck outracing it, because I drafted a dual land over a Nekrataal I could have been able to tutor for.

Counterspells were mediocre. Despise with Necromancy and/or Raise Dead was absolutely ridiculous (in my first draft, my Thirst for Knowledge got countered, followed by my Iona getting Raised.). Awakening Zone was surprisingly strong. Reanimation spells were good in decks that weren't trying to play Reanimator.

I lost to a lot of absurd unfocused ramp decks that would just play ramp spells and then a loving Titan or praetor or something, or play six colors of Good Stuff off of no ramp spells at all. Those decks were pretty frustrating to play against. I expect they lose to the Grixis decks, but I had the good fortune of running aggro decks up against them.

Death Pits of Crap fucked around with this message at 12:38 on Apr 30, 2012

Nehru the Damaja
May 20, 2005

I wanna see what kind of deck you guys make with my sealed pool. I felt like it was really bad and really unsynergistic so I wanna see if I'm validated or if you guys make it work.

I think I might have had slightly more to work with in black than I expected but not by a lot. There really weren't a lot of synergies. Here's my decklist from it. Criticize me where I deserve it and also hopefully validate me that this was a really awful pool with very little synergy outside what I had.

W
Thraben Valiant x2
Holy Justicar x1
Banishing Stroke x1
Defang x1
Call to Serve x1
Builder's Blessing x2
Midnight Duelist x1
Goldnight Redeemer x1
Spectral Gateguards x1
Righteous Blow x1
Leap of Faith x1

U
2 Rotcrown Ghoul
1 Dreadwaters
1 Scrapskin Drake
1 Geistsnatch
2 Peel From Reality
1 Alchemist's Apprentice
1 Crippling Chill
1 Deadeye Navigator
1 Ghostform
1 Latch Seeker

B
1 Crypt Creeper
1 Hunted Ghoul
1 Homicidal Seclusion
3 Grave Exchange
1 Unhallowed Pact
1 Demonic Rising
1 Searchlight Geist
1 Polluted Dead
1 Evernight Shade
1 Soulcage Fiend
1 Dread Slaver

R
1 Tibalt, the Fiend-Blooded
1 Riot Ringleader
1 Lightning Mauler
1 Thunderbolt
1 Archwing Dragon
1 Kessig Malcontents
2 Demolish
1 Pillar of Flame
1 Lightning Prowess
1 Malicious Intent
1 Scalding Devil
1 Rush of Blood
1 Raging Poltergeist
1 Guise of Fire

G
1 Terrifying Presence
1 Lair Delve
2 Diregraf Escort
1 Grounded
1 Wildwood Geist
1 Snare the Skies
1 Druids' Repository
1 Howlgeist
1 Timberland Guide
1 Triumph of Ferocity
1 Geist Trappers
1 Pathbreaker Wurm
1 Trusted Forcemage
1 Nettle Swine


Colorless/etc
4 Scroll of Avacyn
1 Scroll of Griselbrand
3 Vanguard Shield
1 Vessel of Endless Rest
1 Bladed Bracers

Lunsku
May 21, 2006

Yeah, that is a pretty rough pool.

You don't really have big "I win" card to build towards, or reliable enough aggro base with any colours. I think the biggest potential comes with BG base: try to get value out of Demonic Rising, field a big, potentially unblockable beater you might draw cards from. I'd try fielding Homicidal Seclusion too. White splash is I think a necessity for some removal.

1 Crypt Creeper
1 Timberland Guide
1 Soulcage Fiend
1 Searchlight Geist
1 Trusted Forcemage
1 Evernight Shade
1 Nettle Swine
1 Polluted Zombie
1 Dread Slaver
1 Wildwood Geist
1 Geist Trappers
1 Pathbreaker Wurm
1 Howlgeist
--
13 creatures

1 Vessel of Endless Rest
1 Triumph of Ferocity
1 Snare the Skies
1 Terrifying Presence
1 Demonic Rising
1 Homicidal Seclusion
1 Bladed Bracers
1 Banishing Stroke
1 Defang
--
9 other spells

9 Swamp
7 Forest
2 Plains
--
18 lands

rinski
Sep 12, 2007

Not strictly on topic, but I just discovered that, in order to keep a Twitch.tv stream saved, you have to manually click a "save forever" button or else it'll be unrecoverably deleted. A bunch of my streams are gone, which I don't really mind, because I'd either already uploaded them to YouTube or they weren't super stellar to begin with. The one I'm kinda sad about, though, is the Spooky Forest theme draft. I figured I'd ask if anyone in the thread happened to download it, since it was a lot of fun and I'd prefer if it weren't lost. :smith:

rinski fucked around with this message at 16:47 on Apr 30, 2012

AnacondaHL
Feb 15, 2009

I'm the lead trumpet player, playing loud and high is all I know how to do.

meanolmrcloud posted:

I always play 40 on MODO but IRL, I'll go up to 41 (18 lands) if I'm splashing a third color just because I don't feel comfortable with my shuffling skills and don't want to have a lovely time getting mana screwed.

After playing around with ~spreadsheets~ for a while, I noticed that the changes you make in manabase have the greatest effect on the mid-game, like turns 6-11. Late game things stabilize and early game differences have expected percentages, so any deviation in Limited from the 40 deck 17 land would have to be really justified. And changing to 40/16 and 40/18 makes too risky of a swing in the early game in slower formats, imho.

So Case 1: having an ultra low curve deck, everything 4 or less cmc, maybe 2-3 expensive cards, and 24 strong playables, go for 41/17. It balances the risk of mana screw early of 40/16 and mana flood later of 40/17.

Case 2: having a high curve deck, miracles or not, 23 strong playables, and hopefully some draw card effects, go 41/18. This one change, compared to 40/17, makes your midgame 5-10% more reliable in terms of mana while reducing the flood seen often with 40/18.

Both cases are more conservative builds than their 40/16 and 40/18 counterparts, but of course if you have only 22 playables then that's that.

Things get worse trying to splash a third color without fixing/thinning/draw, and I think the general advice of "avoid at nearly any cost" is fine.

gonadic io
Feb 16, 2011

>>=

rinski posted:

Not strictly on topic, but I just discovered that, in order to keep a Twitch.tv stream saved, you have to manually click a "save forever" button or else it'll be unrecoverably deleted. A bunch of my streams are gone, which I don't really mind, because I'd either already uploaded them to YouTube or they weren't super stellar to begin with. The one I'm kinda sad about, though, is the Spooky Forest theme draft. I figured I'd ask if anyone in the thread happened to download it, since it was a lot of fun and I'd prefer if it weren't lost. :smith:

I'd actually looked for more of your streams, could you link your youtube please?

meanolmrcloud
Apr 5, 2004

rock out with your stock out

AnacondaHL posted:

After playing around with ~spreadsheets~ for a while, I noticed that the changes you make in manabase have the greatest effect on the mid-game, like turns 6-11. Late game things stabilize and early game differences have expected percentages, so any deviation in Limited from the 40 deck 17 land would have to be really justified. And changing to 40/16 and 40/18 makes too risky of a swing in the early game in slower formats, imho.

So Case 1: having an ultra low curve deck, everything 4 or less cmc, maybe 2-3 expensive cards, and 24 strong playables, go for 41/17. It balances the risk of mana screw early of 40/16 and mana flood later of 40/17.

Case 2: having a high curve deck, miracles or not, 23 strong playables, and hopefully some draw card effects, go 41/18. This one change, compared to 40/17, makes your midgame 5-10% more reliable in terms of mana while reducing the flood seen often with 40/18.

Both cases are more conservative builds than their 40/16 and 40/18 counterparts, but of course if you have only 22 playables then that's that.

Things get worse trying to splash a third color without fixing/thinning/draw, and I think the general advice of "avoid at nearly any cost" is fine.

yea, trust me im not like the guy in the other thread trying to argue numbers gospel. I actually sat down last night and explained these things to a guy running a 60 card pool and rebuilt his deck with him.

For some (very obvious) reasons, MODO building and paper building seems different to me. I mean you can still flesh out your curve and such but something about the tactile nature of it gives me much less certanity and like I said, playing only at prereleases makes my shuffling problematic. In this particular build I actually had 2 amass the components which fixed mana both ways. I also didn't mind a bit of flood with the symmetrical bounce and eot plays.

but yea, 17 lands, don't gently caress around.

MerrMan
Aug 3, 2003

meanolmrcloud posted:

yea, trust me im not like the guy in the other thread trying to argue numbers gospel. I actually sat down last night and explained these things to a guy running a 60 card pool and rebuilt his deck with him.

For some (very obvious) reasons, MODO building and paper building seems different to me. I mean you can still flesh out your curve and such but something about the tactile nature of it gives me much less certanity and like I said, playing only at prereleases makes my shuffling problematic. In this particular build I actually had 2 amass the components which fixed mana both ways. I also didn't mind a bit of flood with the symmetrical bounce and eot plays.

but yea, 17 lands, don't gently caress around.

I've seen a couple people(or maybe just you, twice?) talk about being worried about bad shuffling. It can take some getting used to, but I'd recommend just grabbing 40/60 junk commons and shuffling around with them while you are chilling watching TV or whatever. Getting more comfortable with shuffling between games is something that made me a lot more comfortable in general when I started paper drafting after sticking to online for quite a while

Nibble
Dec 28, 2003

if we don't, remember me
General limited question: how do you properly do a minimal splash? I did a couple DII drafts over the weekend, once had a UB removal-heavy deck that could have picked a Brimstone Volley, and a RG deck with no removal that might have been able to splash black for Tragic Slip and Death's Caress. However, I've never done an effective splash in limited so I shied away from them.

I guess what I'm asking is, is it as simple as trading an Island and a Swamp for two Mountains and hoping for the best? I didn't really find much opportunity to grab any fixing, and I would have had to skip taking a solid playable in my main colors to get a fixer. Has anyone ever done an analysis of how often you draw your splash cards dead in hand if you have X off-color cards and Y sources that let you play them?

Ashenai
Oct 5, 2005

You taught me language;
and my profit on't
Is, I know how to curse.

Nibble posted:

General limited question: how do you properly do a minimal splash? I did a couple DII drafts over the weekend, once had a UB removal-heavy deck that could have picked a Brimstone Volley, and a RG deck with no removal that might have been able to splash black for Tragic Slip and Death's Caress. However, I've never done an effective splash in limited so I shied away from them.

I guess what I'm asking is, is it as simple as trading an Island and a Swamp for two Mountains and hoping for the best? I didn't really find much opportunity to grab any fixing, and I would have had to skip taking a solid playable in my main colors to get a fixer. Has anyone ever done an analysis of how often you draw your splash cards dead in hand if you have X off-color cards and Y sources that let you play them?

I haven't done the math, but based purely on experience, you want one more mana source than you have splash cards (so, two red sources if you're splashing a single Brimstone Volley.) You can count stuff like Evolving Wilds as a source.

Bugsy
Jul 15, 2004

I'm thumpin'. That's
why they call me
'Thumper'.


Slippery Tilde
And splashing anything with 2 colored mana symbols will be a lot tougher than a sing colored symbol. The R/G deck splashing a Slip is going to cast it more consistently than if it was Death's Caress.

And unless I am mistaken, there are two way in AVR to get your splash color without just drawing it, Borderland Ranger and Vessel of Endless Rest.

Ashenai
Oct 5, 2005

You taught me language;
and my profit on't
Is, I know how to curse.

Bugsy posted:

And splashing anything with 2 colored mana symbols will be a lot tougher than a sing colored symbol. The R/G deck splashing a Slip is going to cast it more consistently than if it was Death's Caress.

And unless I am mistaken, there are two way in AVR to get your splash color without just drawing it, Borderland Ranger and Vessel of Endless Rest.

You can't reasonably splash double-color spells unless you have multiple sources of good fixing, and even then it tends to be iffy. Trying to make it work is almost always a mistake.

Lunsku
May 21, 2006

Nibble posted:

General limited question: how do you properly do a minimal splash? I did a couple DII drafts over the weekend, once had a UB removal-heavy deck that could have picked a Brimstone Volley, and a RG deck with no removal that might have been able to splash black for Tragic Slip and Death's Caress. However, I've never done an effective splash in limited so I shied away from them.

I guess what I'm asking is, is it as simple as trading an Island and a Swamp for two Mountains and hoping for the best? I didn't really find much opportunity to grab any fixing, and I would have had to skip taking a solid playable in my main colors to get a fixer. Has anyone ever done an analysis of how often you draw your splash cards dead in hand if you have X off-color cards and Y sources that let you play them?

I don't like splashing with just two sources, even for one card I generally want three sources. Of course you have to ask yourself is that one card splash giving the deck what it needs in exchange for less reliability for playing the other ~22 spells in the deck. Always a trade off. With three card splash I aim for four sources, with more than three I generally start asking myself if this is splash anymore at all.

Note that Death's Caress as a card costing BB is generally just not splashable. You need way too many sources for the colour to reliably draw two sources for it to be really a splash anymore.

weird vanilla
Mar 20, 2002
When their numbers dwindled from 50 to 8, the other dwarves began to suspect Hungry.

Bugsy posted:

And unless I am mistaken, there are two way in AVR to get your splash color without just drawing it, Borderland Ranger and Vessel of Endless Rest.

Abundant growth and the corner-case of Somberwald Sage.

whydirt
Apr 18, 2001


Gaz Posting Brigade :c00lbert:

Bugsy posted:

And splashing anything with 2 colored mana symbols will be a lot tougher than a sing colored symbol. The R/G deck splashing a Slip is going to cast it more consistently than if it was Death's Caress.

And unless I am mistaken, there are two way in AVR to get your splash color without just drawing it, Borderland Ranger and Vessel of Endless Rest.

And Abundant Growth.

I ran Spirit Away, Gryff Vanguard, and Vanishment off of 3 Islands, Borderland Ranger, and Abundant Growth in a G/W/u deck. I could get away with it since Spirit Away is a late-game bomb and hitting UU by turn 7+ is obviously a lot easier than doing it in the early game.

Lunsku
May 21, 2006

Lunael posted:

Can you view this? http://tappedout.net/mtg-decks/lunsku-avr-pool-2/

So my pool analysis from this:

There's one clear bomb in Wolfir Silverheart. One another creature is basically all it asks for, and if you happen to have an evasive one it is absolutely bonkers when it hits the table.

Infinite Reflection I had completely passed when looking at the spoiler, but after saturday prerelease it was quite clear it is very semi-bomby and can just flat out break a board stall. Also, fun as hell a card.

Other than that, I really felt the pool was underwhelming. After quickly cutting out blue, and deciding that the black creatures were overall pretty underwhelming (might be something I overlooked), I started looking at white paired with either green or red. RW didn't feel nearly as powerful or aggro enough as it should, so I decided on GW as the main colours.

Gw had I think at least some decent paths to win games: Wolfir with more or less anything should be good. The two pseudo-evasive Wolves can start pretty nasty beats when soulbound or miracled up to high strength. I had decent fixing in green on the Abundant Growth and Borderland Ranger, and so decided to do pretty ambitious splash: Infinite Reflection to break late board stalls, Thunderous Wrath to have some decent piece of removal or burn (even when it would be close to mulligan when in opening hand or drawn too early, which I assumed would be a bit over 1/4 of times). You splash for what your deck needs, and I thought my deck needed what these cards would give.

Here's roughly the build:

1 Thraben Valiant
2 Wandering Wolf
1 Devout Chaplain
1 Farbog Explorer
1 Moonlight Geist
1 Borderland Ranger
1 Riders of Gavony
1 Midvast Protector
1 Holy Justiciar
1 Restoration Angel
1 Druid's Familiar
1 Nettle Swine
1 Wolfir Silverheart
1 Pathbreaker Wurm
1 Voice of the Provinces
--
16 creatures

1 Thunderous Wrath
1 Infinite Reflection
1 Bladed Bracers
1 Blessing's of Nature
1 Abundant Growth
1 Defang
--
6 other spells

8 Forest
7 Plains
2 Mountain
1 Island
--
18 lands

The deck did I think a way better than it should have. I was fully planning to drop after first match loss before playing with the deck, but I managed to dodge any hardcore UW controllish builds with bounce, Seraphs of Dawn and the like for five rounds, until finally narrowly losing R6 for 5-1 record.

Wolfir took like single game overall, felt like it was evading my grip, Infinite Reflection took more. Typical scenario: board stalled on ground, opponent drops Goldnight Redeemer and goes to ~15 life. I EOT tap it with Holy Justicar, untap and Infinite Reflection it, attack for 20 with my board that is now five 4/4 angels, opponent having left no fliers up against my ground board. The card is really good and results in some very interesting choices and board states - def one of my favourite AVR rares.

Riders of Gavony was pretty much stone cold nuts against some specific decks. Faced a very aggressive RW aggro with mostly just humans and few angels on round 5, and Riders naming "human" absolutely killed all aggression from him.

As the deck was beatdown in most matchups, the absolutely most irritating card I faced the other side of the table was the lifelink soulbound guy, Nearheath Pilgrim. R3 opponent proceeded to drop it T2 every game, and gain 20+ with it in two games. I was sidebording in splash Guise of Fires from red just to deal with that specific card.

I was very likely overlooking Angeli Armaments over the draft. Felt like equip of 4 was too much, but really having that kind of source to help breaking board stalls and like would have been welcome in many matches. Still, I really like the Bracers as equipment and was never unhappy to field them.

joshtothemaxx
Nov 17, 2008

I will have a whole army of zombies! A zombie Marine Corps, a zombie Navy Corps, zombie Space Cadets...
How many werewolves are enough to justify using Moonmist in a limited deck you guys think? 5 or 6 in a 40-card deck?

JerryLee
Feb 4, 2005

THE RESERVED LIST! THE RESERVED LIST! I CANNOT SHUT UP ABOUT THE RESERVED LIST!

joshtothemaxx posted:

How many werewolves are enough to justify using Moonmist in a limited deck you guys think? 5 or 6 in a 40-card deck?

I've heard closer to 10 or so, but you can probably include regular wolves in your count of cards that make it worthwhile, since they contribute to a possible combat blowout even if you can't cheat on flipping them.

e: And Thraben Sentry and any other humans that are good to flip, if you're playing those.

scribe jones
Sep 17, 2008

One of the key problems in the analysis of this puzzling book is to be able to differentiate a real language from meaningless writing.
it's also sweet anti-delver tech :q:

Ebethron
Apr 27, 2008

"I hear the coast is nice this time of year."
"If you're in the right business, it's nice all the year."

Lunael posted:


Infinite Reflection I had completely passed when looking at the spoiler, but after saturday prerelease it was quite clear it is very semi-bomby and can just flat out break a board stall. Also, fun as hell a card.


Yeah, great card. Very versatile in a deadlocked game. I didn't realise that it can be cast on an opponent's creature as well nor the fact that your creatures remain copies even if it leaves the battlefield, still won me matches on Saturday.

weekly font
Dec 1, 2004


Everytime I try to fly I fall
Without my wings
I feel so small
Guess I need you baby...



So I've been on a massive Cube Kick lately and after making some changes for Avacyn I thought I'd crack a pack and see what you guys would take P1p1. Some notes about this cube:

My friends and I all started playing around Ice Age or earlier, the latest maybe around Weatherlight or Exodus. The goal is to balance the great cards from the past with the modern great cards. That means a lot of insane I WIN mythics are out, as are all Planeswalkers. We also love cards that are ridiculous and fun, as fun is our primary goal with this set of 720.

That said, what do you do if you sit down at a table with a Cube you've never seen before and open up this:

Spiritmonger
Desertion
Sprouting Thrinax
Tangle Wire
Lotus Bloom
Obelisk of Alara
Woodfall Primus
Elves of Deep Shadow
Rude Awakening
Grim Monolith
Cursed Scroll
Avalanche Riders
Mother of Ruins
Angel of Salvation
Mind Twist

rinski
Sep 12, 2007

AlsoD posted:

I'd actually looked for more of your streams, could you link your youtube please?

Sure. My YouTube, Ockhams Machete's YouTube and stream. My stuff is mainly me piloting, or when OM wants to do a fun, casual draft, without a thousand viewers who expect pro play.

rinski fucked around with this message at 03:07 on May 1, 2012

joshtothemaxx
Nov 17, 2008

I will have a whole army of zombies! A zombie Marine Corps, a zombie Navy Corps, zombie Space Cadets...
Lingering Souls or Hellrider, oh god oh god oh god.

weekly font
Dec 1, 2004


Everytime I try to fly I fall
Without my wings
I feel so small
Guess I need you baby...



joshtothemaxx posted:

Lingering Souls or Hellrider, oh god oh god oh god.

Always Souls.

Death Pits of Crap
Nov 6, 2007
Hellrider. Only one color, The guy to your left will play Souls, you will get lots of red and/or green cards pack 2.

weekly font posted:

Spiritmonger
Desertion
Sprouting Thrinax
Tangle Wire
Lotus Bloom
Obelisk of Alara
Woodfall Primus
Elves of Deep Shadow
Rude Awakening
Grim Monolith
Cursed Scroll
Avalanche Riders
Mother of Ruins
Angel of Salvation
Mind Twist

1. Grim Monolith
2. Desertion or Mind Twist
3. Avalanche Riders, Mother of Runes or Cursed Scroll

Lurchington
Jan 2, 2003

Forums Dragoon

weekly font posted:

So I've been on a massive Cube Kick lately and after making some changes for Avacyn I thought I'd crack a pack and see what you guys would take P1p1. Some notes about this cube:

My friends and I all started playing around Ice Age or earlier, the latest maybe around Weatherlight or Exodus. The goal is to balance the great cards from the past with the modern great cards. That means a lot of insane I WIN mythics are out, as are all Planeswalkers. We also love cards that are ridiculous and fun, as fun is our primary goal with this set of 720.

That said, what do you do if you sit down at a table with a Cube you've never seen before and open up this:

Spiritmonger
Desertion
Sprouting Thrinax
Tangle Wire
Lotus Bloom
Obelisk of Alara
Woodfall Primus
Elves of Deep Shadow
Rude Awakening
Grim Monolith
Cursed Scroll
Avalanche Riders
Mother of Ruins
Angel of Salvation
Mind Twist

adding to the person above me:
1) grim monolith for sure
---
personal preference to follow
---
2) Desertion / Mind Twist
3) Spiritmonger (GB is often underdrafted), cursed scroll (fits in with any aggressive strategy), avalanche riders (straight red or toolbox reanimator, a la survival of the fittest)

meanolmrcloud
Apr 5, 2004

rock out with your stock out

joshtothemaxx posted:

Lingering Souls or Hellrider, oh god oh god oh god.

Souls no question. Deeper colors, harder to deal with, will win you the game on its own etc (tho I probably couldnt resist Hellrider, would go red and get smashed)

Edit: that cube pick is Mother of Runes.

meanolmrcloud fucked around with this message at 03:16 on May 1, 2012

Nibble
Dec 28, 2003

if we don't, remember me
Thanks for the advice re: splashing, everyone. Did another draft tonight where I went BR and tossed in three Islands to support a Forbidden Alchemy and Civilized Scholar. Sometimes I drew an Island when I wanted double black or double red, but overall they were never dead in my hand and were worth being included. Went 3-0 in Swiss :toot:

kickascii
Mar 30, 2010
I cannnnot loving wait for tomorrow. I will be gleaming the Cube like Christian Slater all week.

I got about 10 drafts in and watched an unhealthy amount of the replays of all the various 8-mans on easter weekend to try to find a trend in which decks made the finals.

White was the most popular color in winning decks. Either white/x aggro (weenie + geddon/balance/cataclysm still works) or control decks with multiple wraths. There are a lot of control magics and wraths in this cube.

Mid-range creature was very strong also. Just get your mana out, a decent curve and go for value cards.

The only "flashy" archetype that I saw in the finals of 8-mans was fattys, backed up with green ramp and/or reanimator cards. Fauna shaman, survival of the fittest, natural order, green sun's zenith, regrowth, channel are what you're after. If you're drafting the fatty deck, be on the lookout because you might also be able to make cards like Tinker, Goblin Welder, artifact ramp, Show + Tell work. If you're doing a reanimator, don't forget about the 2nd best reanimator card: Loyal Retainers.

The booby trap decks you want to avoid are storm and mono black. B/x aggro can be fine. I personally believe mono red is a trap and you should go for R/x beatdown.

Let's talk about your favorite degenerate combos in the MTGO cube! I'll start.

- Strip mine / Wasteland + Crucible of Worlds / Life from the Loam

- Scroll Rack + Land tax / Weathered Wayfarer

- Channel + Ulamog / Multiple Fireballs / Multiple Fattys

- Opposition / Tradewind Rider + Deranged Hermit / Cloudgoat Ranger / Lingering Souls / ?

- Dream Halls + Time Spiral / Wheel of Fortune / Memory Jar

- Waterfront Bouncer + [a lot of different creatures]

- Fauna Shaman / Survival of the Fittest + Recurring Nightmare / Corpse Dance

- Upheaval + Psychatog


Now to just draft some tutors, and all these cards.......

CharlieFoxtrot
Mar 27, 2007

organize digital employees



rinski posted:

Sure. My YouTube, Ockhams Machete's YouTube and stream. My stuff is mainly me piloting, or when OM wants to do a fun, casual draft, without a thousand viewers who expect pro play.

Are you going to stream some Cube? You should stream some Cube.

Chutch
Jan 1, 2008
<img src="https://forumimages.somethingawful.com/images/newbie.gif" border=0>

weekly font posted:

So I've been on a massive Cube Kick lately and after making some changes for Avacyn I thought I'd crack a pack and see what you guys would take P1p1. Some notes about this cube:

My friends and I all started playing around Ice Age or earlier, the latest maybe around Weatherlight or Exodus. The goal is to balance the great cards from the past with the modern great cards. That means a lot of insane I WIN mythics are out, as are all Planeswalkers. We also love cards that are ridiculous and fun, as fun is our primary goal with this set of 720.

That said, what do you do if you sit down at a table with a Cube you've never seen before and open up this:

Spiritmonger
Desertion
Sprouting Thrinax
Tangle Wire
Lotus Bloom
Obelisk of Alara
Woodfall Primus
Elves of Deep Shadow
Rude Awakening
Grim Monolith
Cursed Scroll
Avalanche Riders
Mother of Ruins
Angel of Salvation
Mind Twist

I do not have the greatest experience with cubing, but I would actually take Mind Twist. Cube is a format that relies quite much on bombs. Being able to strip opponents hand before he/she can cast the bombs is really good IMO. With that said:

1) Mind Twist
2) Grim Monolith
2) Avalance Riders (forcing red)

I also like Spiritmonger a lot, so he could easily replace third pick.

Adbot
ADBOT LOVES YOU

Captain Capitalism
Jul 28, 2009

Is there a general cube primer? I had stopped playing when a lot of these cards were in standard, so I don't really know where to go. Either way, I'm doing the swiss queues.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply