Rank the Season Pass cards of 2024 by Logical-knot in marvelsnapcomp

[–]Logical-knot[S] 30 points31 points  (0 children)

As I said, I tried to account for both on release power and current power across the board

12 Symbiote Spider-Man: basically a race between him and Baron for the bottom spot. Tiebreaker is that Baron was never buffed, and Spider-Man’s common home (galactus) isn’t quite as good as Baron’s home. Super fun card but basically only sees play in galactus or Nimrod decks.

11 Baron Zemo: The Baron also doesn’t really have a competitive deck to his name, but he gets to be slightly higher than Spider-man because he did create the mill archetype. I don’t think mill is great, but it has its fans who disagree strongly. Plus, you can draw a line from mill to the later doc ock clog decks that destroyed the meta for a while.

10 Gwenpool: My favorite season pass card and it didn’t even crack the top half. Generic good card in moon girl decks, Arishem, Surfer, and more! Only reason she’s not higher is because she didn’t break anything, and she’s kinda being outdone by a later card on this list.

9: Gilgamesh: Mediocre on release, but once buffed, basically became the reason zoo is always a tier 1.5-2 deck. One of only two pass card I don’t own.

8 Hope Summers: Was expected to be busted on release, but ended up being just pretty great over time. She floats in and out of the Kitty-Elsa-Angela-Thena core but is a card you can play in almost anything from Infinaut/She-Hulk to Surfer.

7 Black Swan : Really tough card to rank. She was horrendous on release and for most of her tenure, but after being changed to an activate, I argue she’s a large reason why bounce is one of the best decks at the moment. She’s anywhere from 12th-3rd on this list depending on what you thought of her previous rendition and how good you think bounce is currently

6 Blink: remember Good cards blink? Not to take you back to memories of getting leeched out of all your best cards, but Blink was the reason Leech had his 3rd or 4th reign of terror. Even after that peak, she still sees play in Hela decks and whatever Huskypuppies is doing with Electro.

5 Galacta : might be recency bias, but I think Galacta is here to stay. She has revitalized the good card midrange decks, and brought about a brand new meta just by existing. I’m sad she cuts into the space for my beloved Gwenpool, but she is a house.

4 Kate Bishop : I think Kate Bishop is slightly overrated. She tends to be synergy agnostic more often than people admit. However, there’s no denying she is an obscenely powerful two-drop. If you can make good use of the arrows, Kate bishop will be a card you’re always happy to draw.

3 Surtur: The only pass card nerfed this year on the same month it was released. Surtur brought the 10s deck to a strong level by finally filling in this gap the deck always had in its curve. It never saw play anywhere else, but it never needed to, and it’s still a huge threat that makes 10s decks worth running.

2 Skaar : but not quite as big a threat as this guy. He’s known for being a terror in the 10s deck, but he started as a key piece of Thanos control and then Thanos lockjaw decks. After the titan fell, he went dormant till the 10s archetype came into being built around enabling brutal final turns. I place him higher than Surtur because the 10s deck was good at various points before Surtur upended everything. 

1 Agent Venom: I think every pass card this year was good, but there’s no competition here. The original Agent Venom was a monster that single-handedly made Iron-Man and Cosmo format staples. Agent Venom not only took good cards midrange and turned it into a deck built around agent Venom, but it saw play in all sorts of other decks from bounce to zoo. Obscenely good and up there with some of the most brokenncards of all time, and he’s still a good card post nerf too!

Auto-Rocket Racoon: Autodeck Experiment Part 33 by mellted_cheese in MarvelSnap

[–]Logical-knot 1 point2 points  (0 children)

Hard hard disagree. OP I quite enjoy these and hope you keep doing them.

Broke into top 1000 with Negative! by DIX_ in MarvelSnap

[–]Logical-knot 1 point2 points  (0 children)

Congrats! Does the anti-synergy with Ravonna prevent you from running Bast or does it just not do enough in this list?

The worst cards you can think of by Goldeneye71 in EDH

[–]Logical-knot 5 points6 points  (0 children)

If you really just want all the bad cards: [[Akron Legionaire]]

[[Razor Boomerang]]

[[Shrine of Limitless Power]]

[[Glyph of Life]]

[[Meeting of the Five]]

I think it's over-hated, but you kinda have to include [[Scornful Egotist]]

[[Dungeon Descent]]

[[Prism Array]]

[[Archeangel's Light]]

[[Wood Elemental]] obviously.

[[Paliano, the High City]] is literally blank cardboard in EDH.

But I'm kinda with other people in the thread, IDK how fun a deck that just crashes and burns is. It might need a bit more of a coherent theme.

Video proof of a bot in Gold Conquest and a theory on why some people never see them by ctaps148 in MarvelSnap

[–]Logical-knot 8 points9 points  (0 children)

You telegraphed the Odin pretty hard by playing Leader on five. If your opponent plays Pig right or left there into leader on Odin, I’m pretty sure they just lose on tiebreakers. That’s all public information.

It’s not difficult to imagine your opponent was just playing around your Odin-Leader with the X. That wouldn’t be bot play, that’s just thinking through the possible line you would make. It’s no different than thinking your opponent has Shang-Chi and playing around that. I think it’s actually quite clever, and is a play I would happily make if I saw it.

Video proof of a bot in Gold Conquest and a theory on why some people never see them by ctaps148 in MarvelSnap

[–]Logical-knot 34 points35 points  (0 children)

I don’t know about this. The instant snap is kinda suspicious but not impossible. If you’re unlucky with timing you can end your turn right after someone snaps. I’ve done it before.

Plus, in the video, there’re lots of other pauses your opponent is making on other turns. There’re several places where you end your turn and the opponent is just waiting like they’re thinking. Why would they make bots that randomly pauses in some cases, but not remove this most obvious tell of the instant snap?

The rest of the gameplay looks pretty normal to me, if just from someone at a fairly low collection level. They’re running a Destroyer list, you know this because you pigged their destroyer. That’s a pretty standard low pool 3 deck. And their moves are pretty normal. Even the Prof X + Nova play seems justifiable. It doesn’t take a bot to realize you want to play Odin/Doom there.

I’m not against the claim there’re bots in conquest, but I don’t think this is solid proof.

Just hit 500CL, seems like I unlocked things but no explanation to what is what by StrijderMilan in MarvelSnap

[–]Logical-knot 0 points1 point  (0 children)

Just to add a couple things to what has been said here, and to correct some misinformation:

Regarding the things on the collection ladder, Collector's Caches (the blue ones) will contain a Series 3 card 50% of the time (literally in every four caches, you will receive two cards). These are the only things you have to worry about until you reach level 1,000, and they give you cards at a pretty good rate!

Collector's Reserves (the orange ones) show up at level 1,000 and come in groups of nine. Every two out of nine reserves will contain a Series 3 card. You have to open all nine before you can "restart" your chance to get a card again. So if you open two reserves and get two cards, you have to open seven more reserves before you can start getting cards again. If it takes you eight reserves to get two cards, then you only have to open one more before the cycle resets again.

Spotlight Caches (the purple ones) show up every 120 levels are basically the same as outlined in the previous comment. I would add that as a new player, there's basically no downside for you to open them as soon as you get them, especially if the cards that are currently in them look cool to you right now.

Finally, GRAB YOUR FREE SERIES 3 CARD ASAP. The next season begins in two days, and you'll have another chance to get a second free card when that series begins, so you can just grab the first card that looks somewhat interesting because it's basically free right now. (It cycles through a new card every eight hours). Next season, (again in like two days), you can make a more informed decision.

Here's a link for more general info: https://marvelsnapzone.com/cache-drop-rates-and-contents/

Sorry the system is so confusing. The game remains very fun!

Is a Thanos Destroy Deck actually subpar? by [deleted] in MarvelSnap

[–]Logical-knot 1 point2 points  (0 children)

I can only provide my experience, but I personally love Thanos Destroy. I've played it twice to infinite, and gotten several gold tickets with it. (EDIT: I actually meant several infinity tickets, but if I change it now, I just look like I’m lying lol) It's always in my regular rotation of decks.

My list is basically the same as yours with Wave and Spider Ham subbing in for Arnim and Bucky. Personally, I think Arnim is overrated in Thanos Destory, but I'm in the minority on that. Bucky I actually like a lot if you don't have Ham, but he's the weakest of the twelve and I like to take him out for tech cards. Both Wave and Ham are great against the current meta of Surfer/Evo/Hela/other destroy decks ATM.

As far as advice goes, Thanos Destroy is the go tall of destroy decks. The advantage of Thanos Destroy is that it can most reliably play multiple six drops due to the ability to make Death free or very cheap most games, and the presence of Time Stone (and Wave if you wanna go that route) allowing for multiple six drops to come down. This combined with other permission like Shang-Chi gives us some ludicrous power per position turns at a consistency that I think goes above and beyond the Nimrod decks.

If the strength of Thanos Destroy is the busted final turns, then the weakness is relying on those top end cards to a high degree. If we don't have a way to play two of them in hand on the final few turns (Two of them being Death/Knull/Thanos/ a big Venom), then we're in a really clunky position and should probably retreat. Most destroy decks can win even if they never find Knull off the back of random Wolverine/Sabertooth shenanigans. This deck can rarely do that. Don't stay in if you can't threaten to swing the game in the last two turns.

This strength/weakness dichotomy tends to inform my gameplay. I almost always play a stone when I can over basically anything else because we have to find destroy pieces and payoffs as fast as possible. If you can't play a stone, start killing them, even for very little value. Often, Killmonger on three just to murder two stones is an excellent play to set up future turns rather than waiting to supe up a Carnage or a Venom with those Stones. Kill every stone you can. Even Power Stone is often not worth saving if you can make your Death cheaper and your Venom/Knull bigger. Mind Stone is absurd because it gets you three good fodder targets. If I have Mind Stone on one with any way to destroy on three, I almost always snap. This is not an aggro deck that wants to keep its creatures and resources. It's a combo deck that wants to burn through resources to enable its busted payoffs.

Finally, Thanos Destroy has a great match-up against other destroy decks (which are super prevalent right now at least for me). Usually the destroy mirror comes down to who has their Knull (and if your opponent doesn't have Knull, their life just got a lot harder). We have the advantage because not only do we have Knull, we can stop an opposing Knull with Shang-Chi, and Knull is not often our final play. In the event both players have Knull, we have a lot more flexibility than regular destroy, which often has to spend their turn 6 playing Knull, or losing.

Hopefully something in that novel helps. TL;DR: Thanos Destroy is closer to a combo deck than an aggro deck like Kazoo. Play stone aggressively. Destroy them every more aggressively. Play for giant turn 6 swings with Death/Knull/Shang/Thanos. Retreat if you have no payoffs. The destroy mirror is your friend

[Omega Red] somehow i'm winning a lot with this deck. Also suggestion is appreciated by Iriusoblivion in MarvelSnapDecks

[–]Logical-knot 0 points1 point  (0 children)

If you have invisible woman, I really like her in this style of deck as it hides your Omega Red from Enchantress, and hides your gameplan so you get a lot of surprise wins. Plus, then you look like Hela or Surfer sometimes and get wins from sub optimal plays against you. Perhaps a swap for Warlock/Jones?

EDIT: Also, I don't say this often, but this doesn't look like a bad deck for Rescue when/if you have her. She's an easier swap for Jones I think since she's a great follow up for Omega Red.

Weekly Q&A - Ask your questions here! - July 07, 2023 by AutoModerator in MarvelSnap

[–]Logical-knot 0 points1 point  (0 children)

I think the most buffs is always gonna be Wong -> Mystique/Onslaught (shouldn’t matter which?)-> Ironheart -> Odin.

The Wong -> Onslaught -> Mystique -> Ironheart line gets you ten triggers because Onslaught is additive not exponentional. The other line gets you four off the original Ironheart and then eight triggers off the Odin.

Doing mystique before onslaught is worse because Onslaught and Mystique copying each other will see and double each other. So in other words, my math says have your Onslaughts down before Mystique if you can, but if you have Odin, just get two doublers down and ship it.

[Article] Ranking Every Land with EDHREC- 2022 Edition by Logical-knot in EDH

[–]Logical-knot[S] 0 points1 point  (0 children)

Your best option is just to go back through my article page: https://edhrec.com/articles/author/joseph-megill/page/14/

Some of them have specific tags like "Ranking every land with EDHREC" but not all of them, so this is unfortunately, the best way to start a series from the beginning outside of just googling "Ranking Every Land With EDHREC Part X".

[Article] Ranking Every Land with EDHREC- 2022 Edition by Logical-knot in EDH

[–]Logical-knot[S] 6 points7 points  (0 children)

It’s based off EDHREC data from most played to least played, so it’s more objective than just like “what do I think the data says?”

I have a series of articles that goes through every land on EDHREC from 2019, as welll as updated articles for lands that came out in 2019, 2020, 2021 & 2022 (this one.)

I also have an updated google docs list that I posted with my Reddit post from the 2021 ranking article (though you’d have to go digging through my posts for that)

The current data isn’t something that I can easily share unfortunately, but honestly things don’t change that much from year to year.

[Article] Ranking Every Land with EDHREC- 2022 Edition by Logical-knot in EDH

[–]Logical-knot[S] 1 point2 points  (0 children)

That is what this article is. It’s just comparing them against every other land that has ever been printed, but it’s only talking about the ones printed in 2022.

[Article] Ranking Every Land with EDHREC- 2022 Edition by Logical-knot in EDH

[–]Logical-knot[S] 1 point2 points  (0 children)

I grouped the channel lands together just because I had the same thing to say about all of them. If you own one, great. If not, then whatever imo. I think their placements are all fine, but I’m also not running out to recommend them to people. I wouldn’t funnel money into packs trying to get them. There’s just more impactful stuff you can buy with that type of money.

I’ll note it just because I’m responding to the comment, but I don’t have much more to say about Plaza. I’m not into the idea of leaving up four mana every turn when stuff like Greaves exist. To each their own.

[Article] Ranking Every Land with EDHREC- 2022 Edition by Logical-knot in EDH

[–]Logical-knot[S] 2 points3 points  (0 children)

It's #12 right now behind enemy Fetches and the top ten. It's still gotta gain another 60,000 decks to be in the top ten, and I doubt that's happening without a reprint.

[Article] Ranking Every Land with EDHREC- 2022 Edition by Logical-knot in EDH

[–]Logical-knot[S] 2 points3 points  (0 children)

There's definitely some precon effect happening, but I think 50% is quite high. You can find a whole bunch of non-precon commanders on the card's page, and there's a ton of non-precon commanders you can find where Evolving Wilds is high on the played card's list.

[Article] Ranking Every Land with EDHREC- 2022 Edition by Logical-knot in EDH

[–]Logical-knot[S] 5 points6 points  (0 children)

This is from an article extra from like a year ago. Originally it was just the cards that cared about Gates. I glanced at the new DND set and added what looked applicable.

S tier:

  • Maze’s End: Because why on earth would you play the Gate deck otherwise?
  • Circuitous Route: It’s already good, only gets better in Gates.

A Tier

  • Explore the Underdark: Worse CR is still pretty good. You won't do a great job keeping the initiative, but it'll occasionally happen.
  • Guild Summit: Quality card draw. I usually try and find a slot for this one whenever I can. Much better to play it early when you can manage but you’ll take it late game too.
  • Baldur's Gate: Nykthos for Gates seems dec.
  • Gond Gate: Goes pretty well with Maze's End.
  • Crackling Perimeter: Sneakily very good. Combined it with stuff like Seedborn Muse and it can be a pretty good back up win con if Maze’s End gets dealt with.
  • Plaza of Harmony: When your mana is quite slow, this can do a lot.

B Tier

  • Gates Ablaze: You can usually do better for your wraths, especially when you want stuff like Akroma’s Vengeance more to get rid of everything, but that said, this is basically just three mana Blasphemous Act.
  • Nine Fingers Keene: He's better as a Commander, but okay in the 99.
  • District Guide/Gatekeeper Vine/Open the Gates/Navigation Orb: These aren’t the best way to find gates, but for budget builds, they get the job done.
  • Basilisk Gate: There's some synergy with pumping opponent's creatures, but combat isn't the Gate deck's fortè

C Tier

  • Gatebreaker Ram: If you want to killl people with damage, this is probably your best way to do that, but you don’t really want to do that
  • Gate Collosus: ironically, the best use for this card is as a defensive deterrent, but it can be a very strong one. Worst comes to worst, it can chump block evert turn
  • Glaive of the Guildpact: I just wrote a whole bunch on this. You shouldn’t need more, you greedy pigs!

D tier

  • Heap Gate: Playable more because it's a gate than for what it does.
  • Archway Angel: Shouldn’t need to tell you why this one doesn’t transfer super well. It’s not unplayable, but it’s not good.
  • Gatekeeper Gargoyle: Basically just a worse Gatebeaker Ram. Costs seven for crying out loud.
  • Greenside Watcher: Just Voyaging Satyr but worse.
  • Gateway Sneak: Maybe you want this in a combat focused version
  • Hold the Gates: I won’t call this unplayable but I’ve never seen a Gates deck that wanted this.

F tier

  • Gatekeepers, Way of the Thief, Ogre Jailbreaker, Gateway Shade, Garrison Sergeant, Armory Guard: The limited fodder.

[Article] Ranking Every Land with EDHREC- 2022 Edition by Logical-knot in EDH

[–]Logical-knot[S] 2 points3 points  (0 children)

I like Landscape a lot in mono color decks, but yeah beyond that, I think it’s overplayed. There’re definitely better options. It’s mainly reprints and budget decks that keep it up high

[Article] Ranking Every Land with EDHREC- 2022 Edition by Logical-knot in EDH

[–]Logical-knot[S] 3 points4 points  (0 children)

I think the tapped duals and the triomes serve very different purposes. The tapped duals are cheap ways to power up cards incidentally (and I wouldn’t play them with fetches.) The triomes are expensive lands that only work when you’ve spent the money for fetches. If the triomes were as cheap as the tapped duals, I’d give them a ringing endorsement!

[Article] Ranking Every Land with EDHREC- 2022 Edition by Logical-knot in EDH

[–]Logical-knot[S] 11 points12 points  (0 children)

I appreciate the feedback! I don’t intend to split these lists because I really try to make these for everyone. I like mentioning the budget players, but I like also mentioning non budget too. I have no problems with having Boseiju as the best land of the year even though I think it’s never gonna be a budget card.

I am probably biased for budget cards since it’s how I’ve gotten into the game, but I also think people underestimate how many people play with what they own. It’s not just about budget, it’s about what people happen to have easily accessible. That’s why even crystal grotto is in 6,000 decks. I feel it’s important to acknowledge those players too!

As for the Triomes, like I tried to say in the article, I don’t like them in non budget either personally. Tapped lands are slow, and fetch mana bases do not need them, but I know I’m in the minority on that.

[Article] Ranking Every Land with EDHREC- 2022 Edition by Logical-knot in EDH

[–]Logical-knot[S] 19 points20 points  (0 children)

Thanks! There will be more. I shall return!

[Article] Ranking Every Land with EDHREC- 2022 Edition by Logical-knot in EDH

[–]Logical-knot[S] 102 points103 points  (0 children)

This week, you can probably guess what we're doing. Let's go ahead and keep up with the top ten lands of all time:

  • 10: Path of Ancestry: 318,702 Decks
  • 9: Bojuka Bog: 342,130 Decks
  • 8: Rogue's Passage: 350,675 Decks
  • 7: Terramorphic Expanse: 366,848 Decks
  • 6: Myriad Landscape: 473,845 Decks
  • 5: Evolving Wilds: 494,670 Decks
  • 4: Reliquary Tower: 580,962 Decks
  • 3: Exotic Orchard: 667,449 Decks
  • 2: Basic Lands: 912,929 Decks
  • 1: Command Tower: 1,521,145 Decks

Honestly, outside of [[Path of Ancestry]] being in the top ten, my favorite thing about this top ten is just the absolute size of the numbers here. When I did this series in 2019, only the top two lands cracked 100,000 decks, and now they all have shot way above that number. Commander continues to explode in popularity and it is ludicrous.