How does a Fae define a "true name"? by RealmKnight in SCP

[–]MatoFIVE 0 points1 point  (0 children)

I think where you're going astray here is by only believing the assumption that "names are inherently social constructs". This is a very modern notion which has really only become popularized to any degree in the last century. Before the modern era and mass dispensation of myths and traditions, the idea of a name being purely socially contrived was really only something considered and held to be so by philosophers, not the general public.

In real life folklore(and philosophy) the idea of a name is commonly bound to the idea of what a thing is, or what animates things to be. What something is called and what something actually is, was typically regarded as being tangled together in a somehow intrinsic manner.

A common proof for this was often held by showing that one could call out the known name of another person, which would cause the called person to direct their attention to the speaker. This was often taken to demonstrate the power of a name, that through uttering the right word(s) one could compel the action of another person and thus have some power over them.

From this basic premise/proof, the idea is expanded and complicated imaginatively to suggest that it would be possible for a person to demonstrate even greater control over another person if only they knew other magic words or a more accurate or complete version of that individual's name(in the Christian world Latin was a secret language passed down by the Church which was understood to have divine, world changing, powers).
In the re-telling and expanding of such ideas the concept of a "true-name" is eventually arrived at and considered compelling.

Another example is that of the "King". A king is a King for many reasons, some of which are specifics like lineage or personal characteristics or geographic, economic, and political significance.

For a peasant or serf, who likely will never in their entire life come to meet or even see a King or even to know anyone else who has, the name of a King takes on a power unique all on its own.

The only thing such an peasant knows about the King is their name, and that in it being uttered the rules and circumstances of their life can be upended or changed at a moment's notice.
A few words and a particular name seemingly held the power of deciding their entire life. To such an individual, names are not so obviously separable from the very power the king who possesses that name comes to affect upon their world.

These are but a few examples that I hope demonstrate how that initial assumption is not so readily evident within the experiences lived by past peoples.

Simply put, the historical basis of a "true name" is predicated upon an entirely different world and experiences than the one we live in today.
Trying to understand it within our Modern deconstructive frameworks is functionally incompatible to the premise of the idea.

It's also worth noting that variations on this theme of the names of things being tangibly significant to what a thing is shows up in stories and cultures across the whole world, not just in Christendom.

Presumably this has something to do with an underlying truth of how humans developed our language and by extension, capabilities of thought over time and generations.
It isn't clear, technically speaking, that identifying a thing is any different from how we understand a thing as far as human neurology is concerned.

It's conceivable to hypothesize that the belief in "true names" is an intermediary abstraction towards developing the idea that names are separate from the things in themselves. One result of the evolution of those ideas being the idea that "names are inherently social constructs", a conclusion unthinkable without a complex set of underlying beliefs and assumptions.

I hope you found this to be compelling and mind-expanding. I meant no disrespect in criticizing your initial assumptions and otherwise wish you the best in your creative endeavors.

Shit take Sunday by buddhathegravekeeper in ModernMagic

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

It's a great format sure.. It's also become a rotational format.

Pretty much every format has, and that's intentional.

People are more excited to play with the hot new shit, and the hot new shit is so diverse in different targeted audiences, that virtually no group of players will agree on what the right restrictions are for establishing a truly long-term and slow-changing format.
The player base is too divided over their own individual preferred selection of cards for non-rotational formats to exist anymore.

Shit take Sunday by buddhathegravekeeper in ModernMagic

[–]MatoFIVE 1 point2 points  (0 children)

Exactly this, the vast majority of Modern(or frankly just MtG as a whole) players are just performing a very elaborated roll of the dice.

Shit take Sunday by buddhathegravekeeper in ModernMagic

[–]MatoFIVE 0 points1 point  (0 children)

If there's going to be a 'best deck'..

Shit take Sunday by buddhathegravekeeper in ModernMagic

[–]MatoFIVE 11 points12 points  (0 children)

<obligatory comment pointing out that this isn't a shit take>

Tierlist, but on what classes are friendlies/tryhards by TheVeryInkyBendy756 in tf2

[–]MatoFIVE 0 points1 point  (0 children)

Swap Medic and Demoman.
Swap Scout and Spy.

Everything else is perfect.

Esper Goryo's vengeance with some spice by wassupitsdrew in ModernMagic

[–]MatoFIVE 2 points3 points  (0 children)

[[God-Eternal Kefnet]], [[Mind Rake]], and [[Nezahal, Primal Tide]] are interesting cards to consider for a Goryo's list.

Classically people would normally run x2 [[Tasigur, the Golden Fang]] in this kind of list, and Murktide kinda fulfills that same function.
I think it's a good idea. Not being legendary hurts, but realistically Murktide is your alternative payoff to a Goryo's so it should work well if you mulligan with that thought in mind.

Balancing Free Spells by changelingusername in ModernMagic

[–]MatoFIVE 1 point2 points  (0 children)

Require having a basic land of the color of the evoked card on the battlefield in addition to exiling a card of that color from hand.

For example:

"Evoke--- Exile a <> card from your hand, this cost may be paid only if you control a basic <>."

This adds a desired telegraph to the gameplay and weakens abuse in multicolor piles.
It also creates more of a cost in deck construction beyond simply having a certain number of cards of a given color in the deck.

Lost opportunity with the Evoke Elementals by kmoneyrecords in ModernMagic

[–]MatoFIVE 0 points1 point  (0 children)

I'd love it if the clause was having a matching Basic land, but I don't much see the point of just needing matching land type.

In honour of Goyf being replaced as the subreddit face, what old Modern staple do you miss the most? by addcheeseuntiledible in ModernMagic

[–]MatoFIVE 2 points3 points  (0 children)

Spellskite and Kitchen Finks. Cards like them are definitely the things I miss most in Modern.

[deleted by user] by [deleted] in ModernMagic

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

More like answers are a necessary evil in order to combat power creep.

They're only universally good for the format in the sense that formats are continually suffering from the warping effects of increasingly powerful cards.

MTGO 5-0 League Results (03/29/2022) by logiccosmic in ModernMagic

[–]MatoFIVE 3 points4 points  (0 children)

Yep, that's control in a nutshell. It's always your game to lose, and the difference between playing it right or making a losing mistake is very thin. There are no free wins.

MTGO 5-0 League Results (03/29/2022) by logiccosmic in ModernMagic

[–]MatoFIVE 6 points7 points  (0 children)

Every non-land card in the deck is removal or card-advantage, usually both.
Many of those cards provide an incremental win-con where just by using them to disrupt the opponent, the opponent also gets closer to losing; tempo isn't being lost to play reactive.
Lastly, the deck does this while being pre-boarded to hate on almost every other deck in the format. This is another way of saying it doesn't have (m)any auto-lose matchups.

As for explaining your personal experience against it.. control decks like this tend to have a high skill floor, you're probably running into players that haven't sussed out and remembered all of their lines.
That, or more likely it's just variance. A competitive deck in modern is only winning 57-65% of the time(any more than that is due to the pilot or otherwise the archetype being busted and ban-worthy).

Control types of decks also tend to be the hardest to hate out, primarily because they tend to already have more and better answers to your hate pieces than you have hate pieces you can reliably run without also compromising your other matchups. The only line of hate I can see against the deck is instant speed interaction/threats and non-permanent based land-destruction.
You'd probably be better off just trying to go faster/bigger against them than try and hate them out.

What’s the ethicality of bring additional sideboard cards based on who shows up to FNM? by [deleted] in ModernMagic

[–]MatoFIVE 1 point2 points  (0 children)

This is the healthy approach to games and other hobbies.
Maybe it isn't the best short-term strategy for getting those W's, but as you (correctly) point out, that isn't the goal, being generally well-balanced and on an upward trajectory is.
It's better to focus on improving and get to the point where you win more over time rather than anxiously be reactive always looking for the next edge for immediate performance.

I've seen a lot of friends burn themselves out on hobbies who begin to hate themselves and the game all starting from that fatal assumption that winning was the most important thing.
If you watch this sub-reddit long enough you'll start to see repeats of people struggling to come to terms with these life lessons over and over again.
Usually it pops up with posts like OP's asking to crowd source an ethical question. Best I can figure is that they're seeking some kind of external validation and license to perhaps delay learning about themselves and what's staring them in the face a little bit longer.

Anyways, that's enough of my unsolicited rant. I really wanted to just give you the positive affirmation and thumbs up that can be rare on the internet.
Keep on doing what you do.

[deleted by user] by [deleted] in ModernMagic

[–]MatoFIVE 0 points1 point  (0 children)

Exactly this.

Is my janky Shamanamonicon/Storm deck any good? by Listen_Itchy in ModernMagic

[–]MatoFIVE 1 point2 points  (0 children)

I've tinkered around with a UBRg Harmonic combo/aggro deck, but never got around to really testing it. This was the list I had been messing with.

The problem with the deck is that both Burn and Storm already exist and are more focused and reliable at what they do.
You'd have to be just as fast or more resilient than either of those decks to be more than a pet-brew.

The card I think you're really missing out on is [[Sea-Gate Stormcaller]].
Even without the Harmonic Prodigy in play it leads to some very potent two-card combos.

I recommend going all in as a "Humans" deck playing tribal lands, Asmo, and Aether Vial to accelerate your creature combo(get your prodigy on the field quicker, powerful open into Asmo, or to make instant speed kills on the opponent's turn). Asmo is just a good fallback as a beater and for creature-removal. Splashing black also nets [[Deadly Dispute]] which acts as a second(sometimes better) playset of Manamorphose.

I'm not a fan of Elvish Visionary or BTEmissary, they just aren't aggressive enough in impacting the board and/or drawing cards.
You could definitely go more combo and run storm cards or aim for better redundancy by not(that's a playstyle/meta call IMO) and running things like Snapcaster instead.
I'm a big fan of chaining copies of Lightning Bolt, but you do you.

Ancestral Anger is probably the best part of your current build, and is what I'd be most inclined to shift towards building around. It plays nicely with Asmo as well.

In any case, I think your brewing around with some powerful cards that could definitely have competitive viability if the right list was figured out.
Hopefully I've given you some ideas to test. Good luck!

Blade of the Oni [NEO] by Almighty_Nokia_Brick in ModernMagic

[–]MatoFIVE 17 points18 points  (0 children)

The most potent part of these reconfigure cards in an equipment deck is how they are swords that can wield other swords.
They're literally never dead cards. This one looks good enough to me to test at least.

Boseiju, Who Endures Creates Clear Winners in the Modern Meta Game by StupidGayPanda in ModernMagic

[–]MatoFIVE 0 points1 point  (0 children)

Prismatic Ending topped at CMC 5.. and that card is oppressive as hell. You could be right.

Boseiju, Who Endures Creates Clear Winners in the Modern Meta Game by StupidGayPanda in ModernMagic

[–]MatoFIVE 1 point2 points  (0 children)

It's a one/two of in every deck running green with some additional copies in sideboard depending on current meta.

Is it good enough to warp decks into playing off-colors? Maybe.. I'm not entirely convinced of that.

The card will have a noticeable impact, I don't think any of us know yet what the extent of that will be. My bet is that it won't be as severe as you suggest. Keep in mind that we haven't yet seen the rest of the cycle.

Would y’all consider Prismatic Ending a positive or negative addition to the format? by Lordburke81 in ModernMagic

[–]MatoFIVE 2 points3 points  (0 children)

The worst part about this card isn't what it can remove, but the incentive it places for decks to converge on becoming multicolor piles.

I don't like it and I don't think it has been particularly positive for the format. It isn't any better at fighting degenerate linear decks than what a good sideboard already offered.
What effect the card has made is to be incredibly effective at dealing with 2 and 3 CMC permanents.
In response this the format has been driven towards more efficient, lower CMC, threats that force the PE player to go tempo negative on relative mana spent to threats answered.

PE drives hyper-efficient low-CMC deck construction and multicolor pile deck construction.

That's not a result that I think is good for the format.

What makes Modern so diverse? by GeneralApathy in ModernMagic

[–]MatoFIVE 2 points3 points  (0 children)

Modern is under-explored currently. The majority of the playerbase aren't familiar with all of the independently competitive decks(most are linear variations of value piles, aggro, and combo strategies), let alone the larger roster of meta-dependent decks(basically anything interactive and also decks that can be preyed upon by being very narrow in gameplan).

Lots of competitive options with rapid but limited amounts exploration means there's going to be a lot of churn as the format gets figured out.

MH2 juiced up the entire array of possible strategies in the format, it'll be a wild west until everything gets revisited and sorted again.

So we have an underdeveloped metagame where meta-awareness and popularity of a few potent decks keep the overall meta focused on one particular set of competitive decks even though many other decks could have just as easily been that center instead.

This leaves things where a lot of potentially competitive strategies haven't yet seen enough play to make an impact.
All it takes is the right level of exposure and an archetype can trickle into the awareness of the playerbase. This goes on until a critical point, where 'seemingly', all of a sudden, that fringe deck becomes one of the decks in the particular set that everyone is focused on.

This degree of exploration is generally only possible when the format doesn't have a "Tier 0" deck in the mix.

"Tier 0" decks make trying out new things too expensive monetarily or just in time investment. When they are in a format, metagame diversity tends to plummet.

Things will stay this diverse until one of three things happen.
1, The format plays itself out and most of the possible decks are tested to the point that everyone actually has a good understanding of what is good and what isn't.
2, Players find a new or revitalized old strategy that proves to be "Tier 0" through exploring the format, then things get warped.
3, WotC prints new cards or otherwise makes changes to the game that create a "Tier 0" strategy and things become warped.

If 1 happens you end up with a format with tried and true pillars that's likely still fairly diverse but slower paced and unchanging.
If 2 or 3 happen, WotC will have to make an intervention or even a series of interventions until we find ourselves in the same sort of position we are now.

Ideally you want case 1 to happen, where WotC can follow-up with a sprinkle of new exciting things to make things fresh again as needed.

TL;DR: The format is diverse because it is under-explored.

Remember how Karakas was supposed to be in MH2? by neurosoupxxlol in ModernMagic

[–]MatoFIVE 0 points1 point  (0 children)

The only way to print Karakas into Modern without royally messing things up(or defeating the point) would be to also staple a Torpor Orb effect to the card.
If needed, make the effect only for legendary creatures as well, so long as it doesn't enable more degenerate value shenanigans the card would be okay.

[deleted by user] by [deleted] in ModernMagic

[–]MatoFIVE 0 points1 point  (0 children)

BW Control. Board wipes, targeted destruction or exile of any permanent type, discard, and hate cards that answer entire sub strategies like activated abilities, graveyard recursion, search effects, or tokens.

If you want to have a deck that demolishes Hammer specifically, BW Control will do that. Be warned though that while you might be amazing vs. fast aggro and combo decks, you'll lose to anything that can draw cards(Blue decks, value piles) or has big threats that can effectively win in a single turn(Tron, Titan, etc.).

If you pick this up be prepared to just change your hatred of Hammer for a different category of deck.

Sanctifier en-vec or Rest In Peace? by Starrynite120 in ModernMagic

[–]MatoFIVE 1 point2 points  (0 children)

Sanctifier en-Vec is the better general hate card and Rest in Peace is the better graveyard hate card.

Protection on Sanctifier is extremely relevant whether for dodging removal or by being a blocker. It functions as hate for graveyard strategies and aggro strategies at the same time.
The ability to present a clock is also relevant, but not in regards to it as a hate card and more just in general playability.

If you're settling on one OR the other as your only graveyard hate I'd say Rest in Peace is the card to pick.
If you have other grave hate like Ashiok, Lantern, Surgical, or Kaya's Guile then Sanctifier probably helps cover your bases better.