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General Magic Thread
- DukeofChutney
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free magic discussion for all..
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- DukeofChutney
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I think it was a modern masters cube. I know very little about Magic, so these words are somewhat meaningless to me.
The most useful card i drafted was probably a deep cavern imp and i also had two stinkweed imps. I had quite a few goblins including facevaulters, a mad Auntie (very handy), Mog Marshall, and some other stuff. The only Giant card i can remember by name was something like Hammer Deadeye. I also had a Dragon of some sort, 4/4 and could tap mountains to produce +1/0 as many times as i wanted. I had a few weird black creatures, something that turned all my lands in my graveyard into worms (got one worm out of it in 7 games). I had a few red direct damage spells that did about 1 damage, and something called a warspike changling.
I won two games against a girl who had slightly more magic experience than i, but here deck seemed to malfunction. She just drew lands and direct damage spells in both games. I beat a green deck in one game (lost to it in another) that drew lots of creatures into play using suspension. My dragon screwed em in the second game. I got destroyed twice by a blue black fairy deck, and lost one game against a guy who had taken over from someone elses deck, declared it a mess and then dealt 12 damage in one turn. He said he got very lucky on the draw.
Two of the guys in my gaming group own cubes so i will probably be doing this reasonably often. Any good drafing tips? I was told i should aim for 2 colours, and try to have a good curve of land costs and aim to have slightly more creatures than other spells. What order should you draft stuff in? How do you set about building a deck? I picked red black pretty sharpish, and decided i'd just theme it around goblins, imps, and then some big creatures.
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I was going to guess a Modern Masters cube, actually! Pretty much nowhere else is "Giants" a draftable thing. I'm jealous of you, I've heard great things about Modern Masters.
Modern Masters was a set released a few months ago which was kind of a "best of 2003 to 2009". The ostensible goal was to provide an increase in the supply for a bunch of cards from that era that had gotten absurdly expensive. In doing so, however, a LOT of pros and draft fanatics have declared it the best draft format of all time, or at least in the running. I haven't drafted it yet, because it was/is ABSURDLY expensive, at around $250 a draft (split between 8 people, sure). The incredible expense of Modern Masters drafts, as well as the high demand for them, has made a lot of people build a Modern Masters Cube. I'm working on it myself.
Enjoy drafting with their Cube, it should be awesome! The only thing is that Modern Masters was VERY much intended for advanced players, to be one of the most complex draft formats ever released. The very first thing that you MUST familiarize yourself with what the archetypes are. Among others, there is an intended archetype for each of the 10 2-color pairs:
WU—Artifacts
UB—Faeries
BG—Graveyard/Dredge
RG—Suspend/Storm
RW—Giants
GW—Tokens/Thalids
GU—Ramp/Sunburst
BR-Goblins
WB-Rebels
UR-Dampen Thought/Arcane
Here are some strategy articles delineating the archetypes:
www.starcitygames.com/article/26381_Mode...ters-Archetypes.html
legitmtg.com/competitive/ranking-the-modern-masters-archetypes/
I'd definitely read those; it's not a format you want to go "blind" into, and was never even intended to be.
From that first article:
The most important thing to keep in mind in Modern Masters is that you're drafting a deck, not a color combination. In many formats, you can get away with just choosing a couple colors and picking "good cards" in those colors to more or less cobble together a good deck...In Modern Masters, however, it's much more important to identify what strategy you're drafting because the value of cards varies wildly from one archetype to another.
If you're new to playing something like that, a very basic tip is: in the first few packs, look for uncommons or rares that are *key* to a particular archetype. If it seems like one archetype is open after a few packs, then, while you're learning the format, just go all-in on that archetype. Typically it's better to vary it up and lightly combine archetypes etc. etc., but when just starting? Just go all-in after getting some uncommon/rare enablers. And do NOT be afraid of multiples: multiples make your deck much more consistent and enable more craziness.
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Magic is fun, my brother and cousin have gotten back into it hardcore. I get the double bonus of making fun of them for loving magic cards and being able to ride their new obsession to take part in some drafts once and a while, a win-win.
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Its basically just M14 currently, I think we might throw in some Theros once the set has been released.
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I hope that's more than a "think"! There's no way you should keep adding M14 packs once Theros is out. In my opinion, you guys should add an entire Theros sealed deck (6 packs), holding a whole session where you guys just play from those packs, and then for the rest of the year (i.e. until next fall, if you continue that long), just stick to your one-pack-at-a-time thing. I don't think Nate's ever played with non-Core Set cards, but dude, those Theros cards are gonna be a lot more fun than the M14 cards.bioball wrote: Its basically just M14 currently, I think we might throw in some Theros once the set has been released.
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www.wizards.com/magic/magazine/article.a...tg/daily/feature/265
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I do really wish there was a store that bought cards that did FNM here though. Drafts owned because I could place relatively well and just sell the cards and packs. Here nowhere does that though :c
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Ha! I'd feel bad about it if it weren't true that, at some point within the last year, you said something about how "booster draft is frustrating because you have to draft your basic lands" ??????????!?!?!Ken B. wrote: It isn't sour grapes, though...I've played with "real" duals, with Moxes, with Loti, with Juzams. I've countered spells with honest-to-god cardboard copies of Force of Will .I remember well the days of turn two kills.
It's funny, because despite the fact that I feel I know quite a fair piece about Magic, have played it for years, was there almost from the beginning, have been so steeped in Standard the last year I routinely watch playtest videos and read tons of Magic coverage, and can randomly show up to most tournaments and do extremely well...whatever knowledge I have is not the 'right' kind, and you're there to set me straight.
WILL I EVER PLAY MAGIC THE WAY DRAGONSTOUT DEEMS APPROPRIATE? Stay tuned for details. Lol. I'm just fucking with you, but still.
Magic is just such a vast, vast game that I can have my MANY ways/formats of playing, you can have your MANY ways of playing, and yet there can be very little overlap between the two! Of course all the formats you play are cool, I just want you to try the formats *I* play, too
The truth is that I played Standard for a year or so and loved it. What really changed is that I don't have the time to devote to the game that I used to; if you have infinite time to devote to Magic then I agree that Standard is probably the best, because it does so rapidly change. With less time, Legacy is the format for me, because decks that are good mostly stay good. Also, for me, Legacy combined with Limited play represents two ends of the spectrum so that I get my fix of the craziness and wild unfettered quality of Magic combined with the nuts-and-bolts creature-bashing-with-combat-tricks quality of Magic. Though Powered Cube somehow manages to combine both of these in a single format!
Also, Legacy of today is very different from the turn-2 kill formats of yesteryear; it's exactly that "long-time player knowledge" that can impede understanding of the game as it is today. Hell, you mentioned Juzams! They practically reprinted Juzam a few years back and it wasn't no thang at all. So sad. I, too, still have my mind stuck in the years of old; when I see all these MANY Theros cards of incredibly undercosted creatures with tons of abilities, my eyes go wide, but for Standard players today I don't know if they even register. I see Reaper of the Wilds and think "Ernham Djinn without a drawback and with three good abilities???", but I think it's something that would've been good 5 years ago, not today.
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Reaper's got a place too, in a Varolz shell of some kind. With Abrupt Decay, Ooze, Hero's Downfall, Desecration Demon, and Deathrite Shaman, Golgari is going to have plenty of punch. But my god will I miss Mutilate and Thragtusk!
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- DukeofChutney
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I opened and played blind one of the coloured decks. I played green vs a black deck and got trashed. The deck was built around lots of lands/mana and getting big creatures out, my opponent had a ton of removal, so he just one shotted each creature whilst it still had summoning sickness.
He then got out these 100 card decks with 3 different colours in and a ton of very expensive powerful cards and we started a game that got cut short after 15minutes. The decks had a general or leader card that you could play when ever you want. Not sure what this play style was called.
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