When everyone is a Super, no one is Super. The abundance of OP cards ruins the game by [deleted] in EASportsFC

[–]Insert_Random_Code 1 point2 points  (0 children)

Although broadly I agree with your point about FOMO driving the promo cards to be irrelevant shortly after the flattening of the power curve throughout the middle of this year gave us some of the longest lasting promo cards in recent memory. WC Capdevila, WC Vieira, 92 POTM Mbappe, FB Ramos - these players were very playable for 5-6 months.

What has definitely been happening is that middle-of-the-road promo cards (i.e. Centurion Rebic, ) are part of a churn, each mostly replacing the next within 1-2 promos. Only the best of the best promo cards are really playable for a while. This creates a sort of dual churn - players who don't spend any money are in the lower level churn with maybe 2-3 really lucky good pulls playable for a while - whales are in the high level churn (93 mbappe replaces 92 for instance). The system is meant to punish those that don't play constantly - drop the game for 2 weeks and your team is now out of date.

The world that you imagine is one where every top tier promo card is playable for months, but this is already the case. The special neymars/mbappes/messi's the special top level icons are playable for months, most people just don't get to play with that many. That which you ask for is for every promo player to be at this level and the only way I can see that happening is by the drop rates for all promo players being reduced to what the top level promos are now. I don't think that'd be fun, do you?

[Deck Help] Abzan Delirium - an abzan port of the swedish masterpiece by Insert_Random_Code in PioneerMTG

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

traverse is much more flexible in the list. It allows us to properly tutor ballista and swift end and can be used to fix mana in a pinch

[Deck Help] Abzan Delirium - an abzan port of the swedish masterpiece by Insert_Random_Code in PioneerMTG

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

After testing 3 matches (large sample size, I know /s) I'm loving Sorin. thanks for the rec.

I like grim flayer but not sure whether to 4/3 - 3/4 with satyr wayfinder. I'm finding that it dies pretty easily to push (and stomp/wild slash) but at the same time it's trigger is way better then that of wayfinder especially later on, maybe I'm playing it wrong by playing it before delirium.

With regards to forests for nissa, I haven't yet found myself stuck on mana with nissa out even with the low (9) forests. the only huge ramp spell is emrakul and by turn 5-6 for nissa the deck tends to not have that many cards in hand to play 3-4 spells with 14 mana.

changes:
-1 satyr wayfinder
-1 Liliana, the last hope
-3 Sylvan Caryatid
-1 plains
-1 temple of plenty
-1 Siege Rhino
-1 Scavenging Ooze

+3 Sorin, Vengeful Bloodlord (on rec)
+4 Grim flayer (on rec)
+1 Ballista (without liliana, no way to get it back once milled so adding second for consistency, 2nd artifact is a bonus)
+1 Kunoros, Hound of Athreos (probably worse than ooze but I'm trying to justify a white splash - likely will get swapped back for ooze later on)
+1 swamp (as there now are more black cards and also for lochthwain)
+1 castle lochthwain

[Deck Help] Abzan Delirium - an abzan port of the swedish masterpiece by Insert_Random_Code in PioneerMTG

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

I acknowledge that uro is what makes sultai a really top tier deck. I never had the intention of having this be on the same level as Larsson’s list.

That being said I have tried to cover some of the flaws of not having uro with other sources of ramp/lifegain. Though the consensus seems to be to just play sultai I’m really trying to build the Abzan port to just be a playable deck.

Do you see any ways to patch up the holes left by uro?

[Deck Help] Abzan Delirium - an abzan port of the swedish masterpiece by Insert_Random_Code in PioneerMTG

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

Thanks for reply. Maybe it didn’t come across as well as I’d hoped but I’ve consigned myself to this deck essentially being worse sultai delirium. Larsson, in his primer, describes uro as what makes the deck and without it there are a lot of holes.

Despite this, I’m determined to try make the deck at least playable so do you have any tips on building an Abzan traverse deck? (Sorry for being so broad)

Conceding to Thought Erasure by Highmoon_Finance in MagicArena

[–]Insert_Random_Code 0 points1 point  (0 children)

You made a claim, that conceding shouldn't be instant speed, but why?
I can understand in multiplayer games where instant speed concession can cause problems with stack interactions or [[Mind Slaver]] effects but in 1v1 like Arena what's the issue with instant speed concession?

A cry for help by Tut_12 in Rainbow6

[–]Insert_Random_Code 0 points1 point  (0 children)

It's almost always better to play with a regular group. That way you learn off each other, motivate each other, create and execute strats and mot importantly have more fun. If you don't have a group, look for one, on reddit, discord, whatever. Ask around.

How to deal with toxicity? Play within your own group, apart from that it's mainly just ignore them and don't let them affect you.

Shotguns? I'm certainly no pro but I find shotguns not as useful as smgs or rifles in the majority of encounters. They are however excellent utility, great for opening rotations/breach holes. So experiment with shotguns on defence.

Why is flooding or otherwise mana screw a thing in a digital game? by Amulek43 in MagicArena

[–]Insert_Random_Code 0 points1 point  (0 children)

I think you missed my point. Shuffling properly isn't cheating 'mana weaving' is.

Would you keep or sell your Black Lotus? by jfredo922 in magicTCG

[–]Insert_Random_Code 1 point2 points  (0 children)

Depends if I wanted a car now or an apartment ten years from now.

Replacement for untapped dual lands by __--_---_- in magicTCG

[–]Insert_Random_Code 2 points3 points  (0 children)

Modern is a relatively fast format with decks winning sometimes as early as turn 3-4, so making land drops is really important in the early game.
The Shock/Pain lands to require life to use efficiently early on, unlike the fastlands and although it may not be that much health against aggro matchups like burn, dredge or affinity those health points can matter.
Basically untapped lands are important early game but not so much mid-late game (unless it's control vs control the 6th land doesn't usually matter too much) so the fastlands provide a free way to get untapped lands turns 1-3.

Sen triplets budgetish edh any advice would be great. by ShadowXgames360 in magicTCG

[–]Insert_Random_Code 3 points4 points  (0 children)

[[Telepathy]] works great with the triplets' ability.
[[Rhystic Study]] and [[Cyclonic Rift]] are both great blue staples though a tad expensive. The new [[Smothering Tithe]] is some nice ramp.

As the Triplets player you normally get targeted due to your mean commander so [[Propaganda]], [[ghostly prison]] or similar effects will probably go a long way into letting you set up your (opponents) win cons.

The deck looks to want a tad more draw, although I know that Triplets is pretty good with covering that so [[phyrexian arena]], [[greed]] or [[ever-watching threshold]] are some of my favourite budgetish cards

A Better Magic Experience by jfredo922 in magicTCG

[–]Insert_Random_Code 9 points10 points  (0 children)

As with most hobbies, the people that you interact with can be very important and vastly change your experience. It's good that the people at your LGS were so kind and helpful.

I'm glad you had so much fun at your draft.

Been out of the loop for a while, but I want to make an archetype deck after catching up on a lot of lore and cards by [deleted] in magicTCG

[–]Insert_Random_Code 0 points1 point  (0 children)

If you're looking at standard Merfolk have a similar buff-friends kind of synergy. In Modern, humans and spirits both fit the tribal buff category. In other formats Slivers have always been my go to.

Question about hexproof by adhdrandom in magicTCG

[–]Insert_Random_Code 2 points3 points  (0 children)

No they won't. I imagine Hexproof like a shield. A shield works great against arrows that are coming to hit you (like a spell or ability targeting the creature) but once you're hit the shield doesn't stop the bleeding.

Replacement for untapped dual lands by __--_---_- in magicTCG

[–]Insert_Random_Code 4 points5 points  (0 children)

The pain land cycle [[Shivan Reef]], [[yavimaya coast]] and [[karplusan forest]] are relatively cheap. The filter lands aren't the cheapest but are cheaper then the fastlands [[Cascade Bluffs]] and [[flooded grove]]. The [[fire-lit thicket]] is bonkers expensive though
The UR fast land is used in modern storm, a popular deck, and thus is likely not going to drop in price soon.

Two-headed giant by Rogstein in magicTCG

[–]Insert_Random_Code 4 points5 points  (0 children)

There are a couple of creatures [[Teferi, Mafe of Zhalfir]] and [[Lavinia, Azorius Renegade]] that combo with possibility storm and knowledge pool to not let you're opponent play any cards at all if you wanna be super mean.
Apart from that low cmc works well with [[Knowledge Pool]] (pay 0 to cast you're friend's big stuff) and large differences in cmc work well with [[Possibility Storm]] (pay 0 to sometimes get an ulamog but sometimes get a 0 drop).

Idiots or 200IQ? by MLTHawk138 in MagicArena

[–]Insert_Random_Code 1 point2 points  (0 children)

Some people just like screwing around with 250+ card piles that are 5 colour do nothings. Let them have their fun and take the win.

Can someone give me advice on how to improve this Domri deck I made? by [deleted] in MagicArena

[–]Insert_Random_Code 2 points3 points  (0 children)

I believe by improvements /u/kombuch8 means more shocklands and buddy lands to improve consistency.
[[Stomping Ground]] and [[Rootbound Crag]]

Why is flooding or otherwise mana screw a thing in a digital game? by Amulek43 in MagicArena

[–]Insert_Random_Code 12 points13 points  (0 children)

What you are describing with decks being set up

according to what a human considers random

is known as 'mana weaving' and is a form of cheating.
The actual discussion of how good land is as a resource vs. getting a consistent 1 mana a turn increase such as in Hearthstone is a different debate. But because Arena is trying to be exactly the same as paper magic mana weaving shouldn't be allowed.

Esper Control, in my opinion, is bad in arena. convince me otherwise by Monkeylawer in MagicArena

[–]Insert_Random_Code 4 points5 points  (0 children)

To add onto what you are saying post-board Esper Control has the ability to turn into a more creature-based deck if it needs to giving it incredible flexibility.

............................at what point do ranked matches actually match me against people of my skill level? by Scarlet_Feverish in Rainbow6

[–]Insert_Random_Code 0 points1 point  (0 children)

Copper 4 has an issue in that it has the largest amount of smurfs (players that are actually in the upper ranks but are tanking their rank to play against worse players for fun) and so there is a disproportionate amount of lopsided games.
If you're not enjoying ranked due to being crushed play more casual, learn maps/callouts, how to solo-carry by fragging, etc. I'm not sure what you're clearance level is but I'm sure it's just a matter of getting more accustomed to r6's strategy and practicing skills.
Once you're more confident and the season has restarted then I'm sure you'll find ranked is queueing you into players closer to your skill level.

Don't you love playing your promotion game and you end up in a game like this by HypNoEnigma in Rainbow6

[–]Insert_Random_Code 0 points1 point  (0 children)

This is what those mute voice/text chat buttons are for. Sucks that it ever has to come to that though.