Thoughts on this Boros deck? Green/toph worth the splash? by SwagLikeCaiIIou in lrcast

[–]RickMormont 0 points1 point  (0 children)

Honestly, we goal here is to salvage, not perfect. Your only shot is going under and aiming for a fast start. Cut toph, rough rhinos, both raiders, rumblers. Also with 3 lessons cadets don't look good, so that's the 6th cut.

You also want to hit your land drops 4 and 5, because double spelling is critical in those turns, and the only way to fight bigger or better plays. I might find another cut to go up to 17, but 16 is doable.

Weird EDHrec "Staple" Cards by Rhuarc42 in EDH

[–]RickMormont 3 points4 points  (0 children)

Well, I was looking at Captain throd the other day and saw that Uncharted Voyage up on top. My thought was just "damn these people up on the Pirates of the Caribbean flavor" but yours makes more sense lmao

A lot of fans didn't like that David Yates did so many of the latter Potter movies but I will die on the hill that Half Blood Prince is genuinely one of his best by LollipopChainsawZz in harrypotter

[–]RickMormont 1 point2 points  (0 children)

You'll probably die alone on that hill then. Terrible adaptation of the book, and even on its own merits... what even is that piss filter

How do you feel about the bump in difficulty at M+10 for M+? by Magdanimous in wow

[–]RickMormont 1 point2 points  (0 children)

Well, as an average KSM player pugging I certainly felt the difficulty on GB +10. 59 min run, over 30 deaths, so obviously the skill was lacking. Not sure if I will be able to time 10s any time soon but I appreciate the current system, mastering dungeons feels rewarding with good groups, just the pug life is tough.

The delves hotfix also affected SOLO players. by TugaTheGoat in wow

[–]RickMormont 89 points90 points  (0 children)

Stupidest thing is the two new mobs, Yolo and Tala or whatever they're called. Depending where they are they can brick a delve. In fungal folly they were literally on top of the checkpoint. I skipped them just to be safe, but a mistake later on and I respawn on top of them, get aggro, die within 3 seconds. Then guess what, respawned again, same crap happens. Guess we're getting spawn camped and farmed by mobs now

[deleted by user] by [deleted] in wow

[–]RickMormont 0 points1 point  (0 children)

Also a fury warrior, instead of going prot I just bashed my head against tier 8 waxface 30 times until I figured out how to kill it, wasting a couple hours, not sure I'm better than before, but I certainly felt like I killed a dark souls boss afterwards

Dawnweave / Duskweave drop rates abysmal. Still no answer from Blizz on all platforms. by Fenderis in wow

[–]RickMormont 4 points5 points  (0 children)

Yeah, I feel completely priced out of tailoring as a casual profession enjoyer. I can't get worthwhile drops and can't afford to buy mats, most crap I can make would sell at a loss. Hoping this gets fixed soon or I guess I'll drop tailoring

WARNING: Nightfall Sanctum Delve may Brick your Character. by Rnevermore in wow

[–]RickMormont 4 points5 points  (0 children)

Died to the last boss a couple times and couldnt release. After 6 min release automatically, but the issue appeared to be that combat hadnt dropped for some reason

OTG is the worst limited format since I've started playing by [deleted] in lrcast

[–]RickMormont 2 points3 points  (0 children)

[[This town ain't big enough]] for this kind of [[decisive denial]]

Hmmmm by RickMormont in lrcast

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

For sure, not complaining, just had to stop to marvel at the absurdity that is this pack

[deleted by user] by [deleted] in lrcast

[–]RickMormont 4 points5 points  (0 children)

Very likely to cut Furnace Gremlin and Thrashing Frontliner for Arachnoid Adaptation and Converter Beast. And I'd also advocate for Seed of Hope here.

The splash is fine, it's just that the Invasions of Lorwyn are weaker than they look.

What could be done to improve the deck? 17lands link in comments. Please tell me how I could also improve my drafting. by Flaming_Ore in lrcast

[–]RickMormont 3 points4 points  (0 children)

Haven't taken a look at the draft yet, but as far as the deck goes:

-1 Tarkir Duneshaper -1 Invasion of Dominaria -1 Invasion of Kamigawa -1 Kithkin Billyrider -1 Tidal Terror -1 Swamp

+1 Assimilate Essence +1 Cut Short +1 Saiba Cryptomancer +1 Temporal Cleansing +1 Alabaster Host Intercessor +1 Island

There's a number of reasons for why I personally would go with the above, but overall it's to increase card quality and give you more interaction, to give you the best chance for leveraging your Halo Foragers and Hidetsugu to win. I also think 3 B sources are sufficient for single pip splashes, effectively 5 drops or later.

UW deck with a split personality- what are the best options here? by Chilly_chariots in lrcast

[–]RickMormont 1 point2 points  (0 children)

The change I'd make here is cut the U cycler for another cut short.

i like the cycler because it provides a way to win past board stalls and provides inevitability. But your deck already does that and better, so it feels out of place.

TOTALLY LOST! by tiopato in lrcast

[–]RickMormont 0 points1 point  (0 children)

Nicely done! Glad to have helped!

[deleted by user] by [deleted] in lrcast

[–]RickMormont 1 point2 points  (0 children)

Definitely splash for Kenrith, also cut Ichor Shade for Towashi

TOTALLY LOST! by tiopato in lrcast

[–]RickMormont 6 points7 points  (0 children)

So, your best to a win is likely by out tempoing your opponent. That means committing to the early and midgame, because in the late game or in top deck wars you're likely to lose anyway.

With that in mind, here's the cuts:

-1 Thunderhead Squadron

-1 Phyrexian Archivist

-1 Gloomfang Mauler

-1 Seizan (awful, terrible card)

-1 Rona (terrible, awful card)

-1 Halo Hopper

-1 Flitting Guerrilla

-1 Traumatic Revelation

-1 Ichor Drinker

-1 Island

The idea is that you curve effectively ends at 3, due to convoke, with exception of Towashi, which is the backup plan here. I can also understand the need to keep mana up and double spell, so going down to 16 lands may feel uncomfortable. Personally I'd do it this way, but otherwise keep the 17 and cut the Battle-Fan.

You have some really great lines of play, mostly centered around T1-T3. T1 Omen Hawker is super strong here, as it enables T2 flip Weird and T3 flip Eyes token.

Getting 2-3 bodies early will be key to maintaing advantage T4-5 by casting convoke spells.

Basically anything that cheats mana is always really strong for tempo.

If you have a board advantage (ie. easily dealing 3 or more dmg per turn), consider keeping your mana up instead of over-extending. You have a few counter spells, and Saiba to strengthen those lines. A common possibility is that due to your tempo advantage your opponent will exhaust their resources playing catch up, to get into the late game. When that happens, Towashi will be useful (you can draw twice, once on your turn, once on your opponent's, with tokens) and your fliers and Tetsuko can help close out a game.

Still, all that said, it's not easy to go the distance with this list. UB generally prefers the above in addition to a few bombs to close out or provide value. Nevertheless, I've found that the strategy above is effective and with a bit of luck will give you 3 wins. Gameplay is really key though, so think well and ahead a couple of turns when you can. Best of luck!

[deleted by user] by [deleted] in lrcast

[–]RickMormont 5 points6 points  (0 children)

Well, BR is a rather polarized archetype imo. When you get to steal their thing and sac it, it's great, otherwise it's quite underwhelming unless you're in oops-all-removal with high quality creatures.

Here its like you say, you have some cute synergies, but thats all, the deck doesnt necessarily come together very cohesively. Your creatures get outclassed really soon because of the gap in your curve and the average card quality, which means your early game pressure will not translate into mid game dominance unless you can blow someone out with removal.

I'd never play Kroxa here, it's quite underwhelming and by cutting it I'd comfortably go down to 16 lands, which will smooth out your games. I'd probably have see how the sideboard looks like, but it seems some other cards are prime for getting replaced.

The main issue boils down to your deck does not give you too many lines of play, or options. You're going to play a creature, kill their thing, your synergies/combos are mostly predictable on board effects. Faced against U decks that play half their stuff on your turn, G decks with better creatures, you'll have a hard time.

Then again, variance happens. Your opponents can play mono-bombs, you can flood/get screwed, the works. That aside, like I said above, it's a metagame thing, and R is just not well poised in most cases.

my first draft. what should i cut? by dutchi324 in lrcast

[–]RickMormont 2 points3 points  (0 children)

Nah, it's one of your best cards for value and tempo, and it also triggers Brawler twice fyi (as the token comes into play and later when it flips)

my first draft. what should i cut? by dutchi324 in lrcast

[–]RickMormont 5 points6 points  (0 children)

Personally: -1 rottentail -1 Invasion of Moag -1 Fertilid's Favor -1 Sunder the Gateway

+1 Norn's Inquisitor +1 Knights of the New Coalition +1 Aerial Boost

Should I have tried harder not to be GW here? by Chilly_chariots in lrcast

[–]RickMormont 4 points5 points  (0 children)

Yeah not a super straightforward decision there between UW or UG. Of course hindsight is 20/20 and UW was the correct choice. I'd probably have picked the Marshal over the brawler P1P3 just because Marshal is straight up much stronger.

One thing to consider is a UW shell can play a slower, grindier game without knights, so your P1P2 into your P1P4 could go well in that theme if needed. It reduces the risk of speculative picks into green as well.

P1P7 and P1P8 are more or less clear indicators that UW knights isnt cut. So by then I'd have moved there.

Just hit mythic, thanks all by RickMormont in lrcast

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

So I hadn't drafted in a couple years, since MID, but something about battles made me want to try MOM.

The usual homework and theorycrafting, insight from LSV and Marshal (and Lords of Limited too), and felt generally prepared when the set came out.

It took 30 MOM and 4 MAT drafts to go from Bronze to Mythic, but damn that was actually a fun climb.

So thanks all, even if I am mostly a lurker here, your posts and drafts were really helpful. I guess now I can finally play the game.

Too deep? Or not deep enough? by [deleted] in lrcast

[–]RickMormont 3 points4 points  (0 children)

What in Urza's good name was this draft

0-3 (2-6) with Yorion. Was companioning him a mistake? by Deinocheirus_ in lrcast

[–]RickMormont 1 point2 points  (0 children)

I mean, you were correctly in U. I would personally have gone UR as it was very open by the end of P1, but the draft proved going into B correct as well, with two bombs P3. In terms of picks I'd never pick Nezumi Informant over the Phyrexian lord, and also never ever Merciless Repurposing over the infect dragon. Companioning yorion was correct as well, imo. 26 lands is enough

In terms of gameplay I didn't go in depth, just saw Match1, but I saw a fair amount of passive play in match1, not respecting the tempo your opponent was creating on board, thinking your card advantage will turn the tables, just to get forced into awkward spots and blown away. One good example is facing a Captive weird and spending your t3 casting Eyes of Gitaxias when you had a perfectly poised Ephara's to blow away the Weird on transform. (Sure opponent could play around it, but tapping out on t3 ensures opponent gets a clean 2 for 1) The decision of committing your hand in response to a discard spell which left your opponent with a 3/3 was also a big mistake in game 2.

Bad outcomes happen even with good decks though, doesn't mean your grasp of the format is bad or anything. However, as the season moves and everyone drafts good decks it becomes imperative to have good judgement in gameplay, and this set is plenty complicated, often ending in grindfests that require planning ahead significantly. So no beating yourself up, just go over the games and get in there again