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Posted: Tue Jul 22, 2014 7:07 pm
by Valdarith
I gotta say, this new client isn't as bad as some people make it out to be. It's way better than what I was attempting to learn on.
The problem is that it is in many ways worse than the old client. Client updates should make an experience better, not worse, and that is what people (myself included) are not pleased about.
Of course, I don't play nearly as much as the average MODO player so it doesn't affect me as much. It's just the principle of the matter.
Posted: Tue Jul 22, 2014 7:09 pm
by Dechs Kaison
Having built my computer with my own two hands I can tell you confidently that my MODO issues have nothing to do with computer performance.
It seems your confidence may be misplaced.
I can assure you it's not.
Also, I'm mad at you for not commenting on my mono black aggro cube picture stonewalling a Brain Freeze deck with Necropotence. I figured if anyone would comment on it, it would be you.[/quote:
3khn6yc1]
Where was this? I must have just missed it.
I don't have images load on my screen; they give me little [noparse][IMG][/noparse] links to click on. Couple that with the fact that I sometimes check this thread to find a hundred new posts... I do miss a lot around here.
Not as much as redthirst... but still.
Posted: Tue Jul 22, 2014 7:13 pm
by Dechs Kaison
Yeah...
Found it!
I'm forced to assume he was not planning to win with the Brain Freeze, only to make sure you couldn't draw any outs (Yeah, I know you have them in your hand, but still, I think it was the best play on his part).
Posted: Tue Jul 22, 2014 7:14 pm
by Valdarith
Ironically I lost to a topdecked Impulse finding Ancestral Recall.
Posted: Tue Jul 22, 2014 7:16 pm
by Dechs Kaison
Yeah, then maybe I was wrong. He actually was planning to win with the Brain Freeze, he just knew he had a way to make you draw and was trusting in the heart of the cards to find it.
Posted: Tue Jul 22, 2014 7:27 pm
by Valdarith
From what I remember...
[deck]
Creatures (12)
1 Guul Draz Assassin
1 Gravecrawler
1 Bloodghast
1 Gatekeeper of Malakir
1 Dark Confidant
1 Nightscape Familiar
1 Vampire Nighthawk
1 Hypnotic Specter
1 Phyrexian Rager
1 Phyrexian Obliterator
1 Erebos, God of the Dead
1 Graveborn Muse
Spells (11)
1 Mox Jet
1 Chrome Mox
1 Slaughter Pact
1 Sarcomancy
1 Inquisition of Kozilek
1 Umezawa's Jitte
1 Ultimate Price
1 Diabolic Edict
1 Liliana of the Veil
1 Necropotence
1 Hero's Downfall
Lands (17)
1 Volrath's Stronghold
16 Swamp
[/deck]
I think this is right. Either way, it was pretty cool to 3-0 my first cube event, and even cooler getting to play with cards I've never had the pleasure of playing with like Dark Confidant, Liliana of the Veil, and Mox Jet.
Posted: Tue Jul 22, 2014 7:38 pm
by Khaospawn
And I lost my second match.
Flooded in Game 2 versus RUG Delver. Kept a double Goblin Guide, 1 land hand for Game 3. 8 turns later I die when I fail to draw another land.
Posted: Tue Jul 22, 2014 7:39 pm
by Khaospawn
I guess the only thing I could've done differently was mulligan in Game 3. But seriously, who's gonna throw that away? I was also gripping a Shrine and 2 Skullcracks. When I died, the dude was at 6 life....
Posted: Tue Jul 22, 2014 7:43 pm
by BlakLanner
I consider it a snap keep as well. Variance just sucks.
Posted: Tue Jul 22, 2014 7:45 pm
by hamfactorial
MTGO master race reporting in
Posted: Tue Jul 22, 2014 7:48 pm
by Khaospawn
MTGO master race reporting in
I heard you goose stepping.
Posted: Tue Jul 22, 2014 7:51 pm
by Dechs Kaison
Kept a double Goblin Guide, 1 land hand for Game 3. 8 turns later I die when I fail to draw another land.
"I will never keep a one land hand ever again."
You know, I've always said that, but I continued to keep playing really good one land hands until one really good hand went bad. Swamp, two Dark Rituals, Cabal Therapy and a Hymn to Tourach and I kept it. I never drew a second land, but if I had, that game would have been mine dead to rights. The opponent even agreed. I could have swapped any single card in my hand for a swamp and he had nothing to stop me.
Fuck one land hands. I will never, no never, not ever keep a one land hand again.
Posted: Tue Jul 22, 2014 7:56 pm
by hamfactorial
I keep 1 landers, and will continue to
Posted: Tue Jul 22, 2014 7:59 pm
by Dechs Kaison
I keep 1 landers, and will continue to
Probably because you play Belcher, Ichorid or some other bastardization that still gets called a Deck.
Posted: Tue Jul 22, 2014 8:08 pm
by LP, of the Fires
I've kept one landers on 7 with almost every archetype.
I'm learning to keep more 1 landers on six with certain control decks.
Posted: Tue Jul 22, 2014 8:18 pm
by Khaospawn
I kept a 1-Lander against little Zoo. I won. The guy was CorpT, a name I recognize from Sally. Eidolon + Dragon's Claw ftw.
Posted: Tue Jul 22, 2014 8:20 pm
by Khaospawn
So far I'm 2-1 in my first Daily. I must win the next match...
Posted: Tue Jul 22, 2014 8:32 pm
by Khaospawn
I had to double Searing Blaze a Kird Ape for 1 damage each time to deal the final two points. The Dragon Claw is the only thing that kept me from succumbing to my own Eidolon.
Fuck that guy and fuck Zoo.
Posted: Tue Jul 22, 2014 8:43 pm
by Kaitscralt
mulligan more
Posted: Tue Jul 22, 2014 8:50 pm
by Elricity
I'm actually learning to keep more 1 land hands.
Posted: Tue Jul 22, 2014 8:51 pm
by Dechs Kaison
One land hands are traps.
Of course the rest of the hand looks great. You've got six gas cards.
Posted: Tue Jul 22, 2014 8:52 pm
by Stardust
Land, GG, GG, GG, GG, Lightning Bolt, Lightning Bolt
Keep? Dechs wouldn't.
(I actually kept the 1 Mountain 4 GG hand back in Standard once. Never drew another land and lost, so...)
Posted: Tue Jul 22, 2014 8:53 pm
by Valdarith
I've kept a one-land hand with Monsters against mono black, but a) my land was a scryland, b) I was on the draw, c) my hand was not weak to a Thoughtseize opener, d) I had two dorks and four other amazing three and four drops, e) it was game three.
It's all about context. I'll never say I won't keep a one-land hand. Not many of them are keepable in most archetypes, but too many people ship them immediately. In fact I like Delver in modern so much because my one-land hands are almost always keeps.
Posted: Tue Jul 22, 2014 8:56 pm
by Dechs Kaison
Instance where I would keep a one land hand:
Forest, Llanowar Elf, Nature's Lore...
I lied. I'd never be playing that deck. It has Forests.
Posted: Tue Jul 22, 2014 8:59 pm
by Valdarith
Granted you'd never play any deck without Hymn to Tourach so that's not saying much.
Posted: Tue Jul 22, 2014 9:02 pm
by Elricity
One land hands are traps.
Of course the rest of the hand looks great. You've got six gas cards.
Sometimes when you've already mulled to 6 and you have a number of scry and/or early spells and are on the draw, you don't have much choice. At least not with burn you don't.
Posted: Tue Jul 22, 2014 9:03 pm
by Dechs Kaison
Granted you'd never play any deck without Hymn to Tourach so that's not saying much.
I've played lots of decks without Hymn. As much as I love it, I do play the other colors.
I mean, take a look at Pristaxcontrombmodruu, my EDH deck. It doesn't have black at all, but uses all three other colors.
Posted: Tue Jul 22, 2014 9:05 pm
by Stardust
That's right. It's a colour.
... I feel like we've had this conversation before...
Posted: Tue Jul 22, 2014 9:05 pm
by Dechs Kaison
I edited to be more clear. Apologies. Now you just look dumb.
So, I guess... no apologies.
Posted: Tue Jul 22, 2014 9:12 pm
by Stardust
u r teh 1 who iz dum
Posted: Tue Jul 22, 2014 9:28 pm
by Khaospawn
Lost in a really close Game 3 against R/G Tron. I had to mulligan to 5 with a 3 land hand. I drew 2 more land, which bought Tron player enough time to land a Karn. *sigh*
Posted: Tue Jul 22, 2014 9:36 pm
by LP, of the Fires
Everythings situational, but you can watch vids, CFB usually has a bunch where you can see interesting mull decisions. THe key theme is having a plan.
There's a video where Reid's playing UW control(with planar cleansing) and mulls to 6, and snap keeps a 1 island double divination hand on the draw as the deck needs the maximum number of resources and hence mulligans terribly so he thought that 6 was good enough, got there, and won fairly convincingly.
Another video, Sam Pardee keeps a zero lander on 5 cards, get's there, and I believe loses to flooding, but given the fact that he was playing mono-blue and his opener was 3 1 drops, thats the exact one-lander you want as you're at least on plan so that if/when you do draw the additional lands plus thassa, your not catching up, you're there.
Posted: Tue Jul 22, 2014 9:39 pm
by Khaospawn
Having played essentially the same deck for years, I'm familiar with what hands to keep and which ones to toss. Sometimes you just have to keep the high risk/ high reward hands since playing it safe all the time won't get you too far.
Posted: Tue Jul 22, 2014 9:43 pm
by Khaospawn
2-2 in my first daily. Cue the Rocky 4 training theme.
Posted: Tue Jul 22, 2014 9:43 pm
by LP, of the Fires
You also can't keep bad sevens. Boss sligh, 1 creature, 3 pump spells, 3 lands, BAAAAAAD.
Sometimes, you need to play with whatever deck you're fooling with to learn what the deceptive bad hands are(cause the above one is usually worth 10-12 damage) but a general rule of thumb is what's the plan of the hand and what's the range of opening plans for your deck. In boss sligh, it's not voltron a creature, it's spread sideways.
You can also get the 4 boros charm, scry, mountain, mutavault hand with burn. You can't interact like...ever, but you have 16 points of damage in hand plus mutavault which can be worth at least 2 if you want. Sometimes, you're just counting.
Posted: Tue Jul 22, 2014 9:43 pm
by Kaitscralt
every time you keep a one lander on 7 and it works, it loses you the game 5 times
it's just bad magic
no point talking about what you keep on mulligans, that's JUNGLE LAW!
Posted: Tue Jul 22, 2014 9:44 pm
by Kaitscralt
(Format dependent) ^
Posted: Tue Jul 22, 2014 9:50 pm
by Kaitscralt
I think we've all won enough games on 5 cards to know it pays to mulligan well
Posted: Tue Jul 22, 2014 9:50 pm
by Khaospawn
(Format dependent) ^
I'm glad you at least added that.
Posted: Tue Jul 22, 2014 9:52 pm
by Khaospawn
You also can't keep bad sevens. Boss sligh, 1 creature, 3 pump spells, 3 lands, BAAAAAAD.
Sometimes, you need to play with whatever deck you're fooling with to learn what the deceptive bad hands are(cause the above one is usually worth 10-12 damage) but a general rule of thumb is what's the plan of the hand and what's the range of opening plans for your deck. In boss sligh, it's not voltron a creature, it's spread sideways.
You can also get the 4 boros charm, scry, mountain, mutavault hand with burn. You can't interact like...ever, but you have 16 points of damage in hand plus mutavault which can be worth at least 2 if you want. Sometimes, you're just counting.
Yes, yes, and yes.

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