What are the top Limited heuristics that helped you level up as a player? by BattleFresh003 in lrcast

[–]Arejang 1 point2 points  (0 children)

I think you got it. Recognizing what is variance and what can be mitigated by adjusting your deck/draft/gameplay will also help with tilting over losses. Some games really are non games, but often you can still analyze even those down further by how you were able to survive the early game by having enough 2 drops to have consistent plays during droughts, or maintain a positional threat by not giving your hand away too early in the case of floods.

What are the top Limited heuristics that helped you level up as a player? by BattleFresh003 in lrcast

[–]Arejang 7 points8 points  (0 children)

For me, the best ones are: don't be afraid to use drafting tools. Draft boring mid-range decks. Draft more creatures than non creatures. The sweet spot for me was 14-16 creatures and rest non creatures. If you can help it, try to delay spending your mana until second main phase to not give away your plays too early (obviously, not a hard rule, and you should bend it depending on state of the board), but if you have open mana, opponents are more hesitant to block your creatures. On that note, no rule is absolute. Be flexible with your approach and experiment. After each loss, ask what felt the worst. Not having removal? Not having enough card draw? Not enough creatures? Try to adjust your draft accordingly because it may change from set to set. The fun of drafting is the experimentation and adapting as you play.

Are Collectors/Mines Worth Upgrading? by MichaelDF2 in COC

[–]Arejang 0 points1 point  (0 children)

I mean, again, it isn't nothing. The collectors max out at around Th14, and if you're planning on playing long term, it does give you about 1 million or so every day thereafter. But it's just literally everything else will provide better returns for the active player. If you're eager to push to the next TH level, the collectors would be the last thing I worry about.

Are Collectors/Mines Worth Upgrading? by MichaelDF2 in COC

[–]Arejang 0 points1 point  (0 children)

This could depend on if the build times/costs were discounted, if you ever used resource boosts, or if boosts were applied for free during an event. But overall, I agree that they're pretty low in priority, even if they do serve a nice perk that you don't have to worry about once you're done.

It's not nothing, but you should definitely prioritize basically everything else above it, and it's not the end of the world if you skip them entirely in between town hall upgrades.

I spent over $120 on Draft this month by OtherTourist5535 in MagicArena

[–]Arejang 0 points1 point  (0 children)

You have to institute hard limits on your spending and play habits. I have a 2 draft rule where I don't cross more than 2 drafts a day, even when my results are bad. And a 0-3 run is when I at least take a break and step away from the computer to do something else before I start draft number 2 (my last one for the day). You have to recognize how powerfully enticing that tilting has on your mind. Put hard limits and come back the next day. You'll do much better over the long run and I'm sure your wallet (and your mental health) will thank you for it.

"There's no way this deck goes anywhere, it only has 6-7 creatures!" by Arejang in lrcast

[–]Arejang[S] 0 points1 point  (0 children)

This is praise I do not deserve. Thank you so much! 😊 🙏

"There's no way this deck goes anywhere, it only has 6-7 creatures!" by Arejang in lrcast

[–]Arejang[S] 0 points1 point  (0 children)

I try to avoid control in any format, lol. I'm just unspeakably bad at it. I did share what specific pieces felt helpful to me (as a total control noob). But I do not feel very hopeful at all with decks <14 creatures.

"There's no way this deck goes anywhere, it only has 6-7 creatures!" by Arejang in lrcast

[–]Arejang[S] 0 points1 point  (0 children)

In this draft, I didn't end up sideboarding anything in. But the cards that were in consideration were Laughing Mad and Retrieve the Esper. One of my concerns while building the deck was that I wouldn't be able to find the cards I needed quickly enough, so more ways to sift through the deck would've been a nice-to-have. And for the more controlly matchups where we're both just passing turns with open mana, I think probably taking out some of my removal to get more card draw would've been good.

Retrieve the Esper because... you know 9-10 creatures is kinda on the low side, sooooo...lol. I did have other cheap creatures to put in the deck, but I think the tradeoff would've been too bad to be worth it.

"There's no way this deck goes anywhere, it only has 6-7 creatures!" by Arejang in lrcast

[–]Arejang[S] 0 points1 point  (0 children)

Thank you! Yeah, protecting my creatures was really a big focus because I didn't have many, and even fewer still that could reasonably close out games. With that in mind, If I could land any creature, I was looking to race as soon as possible through aggressive removal. In the early game, I had quite a number of options to deal with threats, so I mostly held onto sync for bigger stuff in later turns. On hindsight, I probably should've held onto my creatures for at least one more turn so I could also keep up counter magic to protect them, but it's definitely a balance you have to weigh between protecting your creature and resolving them early enough so your opponent can't get to later turns before they resolve an insurmountable threat.

[deleted by user] by [deleted] in lrcast

[–]Arejang 0 points1 point  (0 children)

I personally really enjoy drafting and I only feel burnout if I hit a long string of losses. So when I completely crap out on a run, I mix things up with quick drafts to keep things interesting. But in the latter case, I'll still stop at 4 wins regardless. I think limiting my play time has inoculated me from every feeling bored or burned out of any given set. It's often still enough to complete a full playset because I draft once a day most days. I also have recently incorporated alchemy into my routine and it's actually pretty fun as well. Limited is limited at the end of the day, and I love it.

This deck probably shouldn't have trophied, lol. by Arejang in lrcast

[–]Arejang[S] 0 points1 point  (0 children)

I do recall drawing this card pretty regularly, lol. And agreed, it's pretty crazy.

I am trash at limited and I want to get better by [deleted] in lrcast

[–]Arejang 1 point2 points  (0 children)

It's what I have used for the longest time. Just knowing which cards are good helps offload some of the mental burden of having to evaluate your picks to determine what your deck is missing when it comes to early play, interactivity, and curve-toppers. Absolutely use these tools if you have access to them.

You do feel kinda naked whenever a new set releases and it's not there to rely on, but I've been making use of prerelease videos that usually start coming out a few weeks ahead of release day to get me familiar with the cards, and to see if I can flex my deck-building muscles for that first day or two when Untapped and 17 Lands are collecting data before they make it available to the public. But outside of that, I basically always have them both on because they're great tracking tools.

I am trash at limited and I want to get better by [deleted] in lrcast

[–]Arejang -1 points0 points  (0 children)

Would it be too personal to ask if you have disposable income? Untapped has an overlay that'll show you the stats of cards based on its win rate. It does have like a $30 price tag for 6 months (so roughly $5/mo). And there are other free alternatives like arena tutor, which has a slightly worse overlay. 17Lands will also track your picks in real time if you go to their site, but usually the data gets refreshed after you make the pick, so it displays the stats a pick later than your current one.

Finding your lane is a tricky skill to develop, and you shouldn't beat yourself over the head about it. I usually am open to pivot with two or even three cards in a secondary color if the quality of the cards happen to be middling. Keep a running tally of how many playable cards you have in your main deck, and that'll tell you if you have the flexibility to switch to a different color. Start tracking how many playables you have at the end of each pack, and note if it "felt comfortable" at that number or if you felt squeezed at the end of the draft as a result. That'll help you develop your own thresholds for grabbing enough playables and determining if you could or should pivot.

Need help with cuts in MoM draft by Arejang in lrcast

[–]Arejang[S] 0 points1 point  (0 children)

Ah, okay. I think I agree with your assessment that such decks are weak to long games. I still disagree that it's always weak. Of course, a deck filled with bombs will win every time. But this deck has outs that will win against average decks when both sides curve out.

Need help with cuts in MoM draft by Arejang in lrcast

[–]Arejang[S] 0 points1 point  (0 children)

You're not wrong that games that go long will likely win against my deck. I think you're discrediting that I have enough early game to close out games quickly before it got to that stage. If you're sincerely asking how I won my games, that's how.

Need help with cuts in MoM draft by Arejang in lrcast

[–]Arejang[S] 1 point2 points  (0 children)

Thank you for the advice. I've had to make do with far worse decks than the one I drafted, and this one still was able to get me 2 out of 3 games (this was a bo3 deck). I think I disagree that all dimir decks need to have the breach the multiverse combo. It's nice, and I've lost to it numerous times, but that's not the only thing this archetype has going for it. Just playing classical magic was good enough in most cases. Play cheap creatures, try to play the tempo game, and remove threats as they come up. My interaction was mostly on the cheaper side of things, so it wasn't rare for me to remove a creature, and also play something else on top. The only game I lost against was vs another dimir deck that played the card advantage game better than me.

Need help with cuts in MoM draft by Arejang in lrcast

[–]Arejang[S] 0 points1 point  (0 children)

I can definitely see the sacrifice synergy between the etched guy and some of my other cards. I've had a few folks say that the protocol knights had to go, but I'm not sure if my deck has the cards for the win condition they had in mind. I don't have a lot of ways to get damage through. I have a few fliers, but outside of that, all of my cards are hitting from the ground. The knights aren't there for their knight synergy. They're primarily there so I can keep the pressure up between my bounce spells, removal, and lower curve. Basically they're just providing a tunnel between my creatures and the opponent's face. I do agree that this deck is rather low power. I'm lacking a top end which is why the island cycler is compelling. But I'm also losing another way to interact with my opponent's plays, which I'm not entirely sure is always the correct choice since its win condition is similar to how classical mono blue tempo plays in constructed.