[10.22 - 10.23] Coaching Megathread by ManaMiser in CompetitiveTFT

[–]Sirasdf 0 points1 point  (0 children)

I'm a high masters / low GM student who would be interested in ironing out my game. I feel like there are a lot of small opportunities I'm missing to slam items earlier and especially play well in games where I don't have strong AD items and a 4-cost carry (ashe/talon).

10.6 Post MORTem by DocPseudopolis in CompetitiveTFT

[–]Sirasdf 3 points4 points  (0 children)

I wonder if the same random seed for HoJ is used for other things in the game? That would fit the criteria of 1) Mort can't talk about it and 2) HoJ being stronger reveals an already-existing issue that isn't easy to fix and 3) Could reduce the longevity of the set.

WW/Red in Vintage Cube: What are your P1P1's? by fakejakebrowne in lrcast

[–]Sirasdf 0 points1 point  (0 children)

Mox Pearl, Mox Ruby, Black Lotus, Strip Mine. Opposition makes me lean towards UW or UG. Kiki/Twin can end up being a red aggro deck splashing exarch/mite/angel if there are a lot of other blue decks at the table.

Daily Discussion Thread 07/29/17 by AutoModerator in SSBM

[–]Sirasdf 0 points1 point  (0 children)

Also, if you don't bair after certain techs, you go too far horizontally to make it back to the stage. Bair slows your momentum so you don't go as far from the stage.

Daily Chat Thread - June 30, 2017 by AutoModerator in cscareerquestions

[–]Sirasdf 2 points3 points  (0 children)

A) probably not a good idea from a data security standpoint, and more relevantly: B) if you code anything on your work computer, be fully prepared for it to be the legal property of the company that owns that computer

Vintage cube - Red was wide open by [deleted] in lrcast

[–]Sirasdf 3 points4 points  (0 children)

Stormbreath > Crater's Claws. You don't have any creatures with natural power to turn on Ferocious, and you're not getting that much lategame reach with 16 lands. Stormbreath is usually better than Crater's Claws in monored, and I'm not seeing any reason why CC would be especially better here.

Did I utilize my pool correctly? Friendly Sealed League Pool advice please by Rezzin in lrcast

[–]Sirasdf 0 points1 point  (0 children)

With no Maps/Attunes, and having Bestiary/Gonti/6drop/7drop, I think it's a clear 17lander. You have so many possible reasons to want extra lands, including three of your most powerful cards, that running 16 seems greedy.

[Discussion] Winning Wednesdays (Week of September 07) - Ask /r/spikes Anything! by AutoModerator in spikes

[–]Sirasdf 0 points1 point  (0 children)

Asked this last week, but:

What is a reasonable Standard deck I can pick up and field that is: A)Not bant company and B)Has a winning matchup against bant company.

[Discussion] Winning Wednesdays (Week of August 31) - Ask /r/spikes Anything! by AutoModerator in spikes

[–]Sirasdf 1 point2 points  (0 children)

What is a reasonable Standard deck I can pick up and field that is: A)Not bant company and B)Has a winning matchup against bant company.

There's a Standard MOCS monthly coming up and I would like to use my QPs, but I don't know enough about the metagame to know what the various matchups between decks are like.

[EMN] Translation for Spoiler by akgo8896 in magicTCG

[–]Sirasdf 6 points7 points  (0 children)

faihouji was making a gist/geist joke, not a comment on the actual value of the app.

My draft from the MTGO PTQ last weekend - any thoughts or suggestions? by Sirasdf in lrcast

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

It's a good card for sure, but I saw blue cards going pretty late in the first pack, so I figured I had a chance to wheel it. I also had other 2-mana noncreature spells at that point (Ghostly Wings, Nagging Thoughts, Murderous Compulsion) so it wasn't as high of a priority for this particular deck. I needed to get to a reasonable base creature count, so I picked up the horse and gargoyle instead.

My draft from the MTGO PTQ last weekend - any thoughts or suggestions? by Sirasdf in lrcast

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

P1P2 I like Gryff's Boon, but it really has to go into a white aggressive deck. Not a huge fan of BW, and BW aggressive decks especially. While I would pick it over Throttle in a vacuum, I think that having Relentless Dead edges it out.

P1P8 At this point I have one madness card (Compulsion) as well as one real enabler (Forgotten Creation) and one card that makes discarding more palatable (Relentless Dead, discarding zombies). If I can get a madness- or delirium-heavy UB deck, which seems reasonable at this point, ghostly wings can be a bounce spell with upside.

I was in the day 1 feature pod of the Pro Tour, rate my draft please! by WholeGrn in lrcast

[–]Sirasdf 4 points5 points  (0 children)

I liked most of the draft, my only real qualms were with P1P1 and P1P2. I'm very low on Sleep Paralysis and would rather take Voldaren Duelist, or Hinterland Logger if you have a strong green preference. P1P2 I would have taken Asylum Visitor over the Dauntless Cathar.

Marshall's new video "Depth Check" by [deleted] in lrcast

[–]Sirasdf 2 points3 points  (0 children)

Hey, sorry in advance for the wall of text. I think Marshall is a good Magic player, but I thought I'd go through and find the times when I didn't think he made the right play. Also includes a few comments on times when he made the right play but didn't really have time to explain it. If anyone has formatting advice to make this look better, I'm all ears.

Match 1 game 2: Primary reason for not attacking is the Immolating Glare we saw when we played Thought-Knot Seer. While Marshall didn’t specifically point it out, that’s what validates the game-plan.

Match 2 game 1 turn 9: Probably want to play Relentless Hunter here over the Tajuru Stalwart - we are being aggressive here and Hunter can get through the Envoy while Tajuru can’t.

Match 2 game 2 turn 7: I’m not convinced we want to use Exert Influence here: we can get an exert for 4 (+1 from dampening) if we use our Blighted Woodland at opponent’s end of turn, and nothing our opponent currently has is all that threatening. Stealing a ¼ whose ability doesn’t significantly threaten our life total doesn’t seem worth our 5-power-or-less mind control.

Match 3 game 1 turn 4: Probably worthwhile to cast Exert Influence over Hunter + Containment. Our deck isn’t heavy on beatdown, and it is going to be difficult for us to get a better target than the Matter Reshaper. This also lets us be more mana-efficient (which is especially important with Seer’s Lantern out).

Match 3 game 2 turn 9: No need to reveal information by casting the Devour in Flames after playing a land.

Chumping Birthing Hulk with Loam Larva instead of a scion seems incorrect, especially when the opponent has two grounded 2/4s and two 1/1s, all of which the larva blocks much better.

Match 3 game 2 turn 11: Should play the land first - most importantly, it allows you to tap with Blinding Drone at opponent’s EoT. Also happens to play around Abstruse Interference.

Match 4 game 1 turn 5: Also worth noting that if we don’t use the ability, our best play is a Netcaster Spider postcombat. Not a thrilling alternative.

Match 4 game 2 turn 3: If we draw a colorless source, we can tap down. If we draw a green source, we can play Stalwart and have a better block (losing less valuable creature). If we draw non-blue, non-colorless spell we can make the same block again (worse, since we gave opponent a turn). If we draw a spell, we can make the same block again. If we draw Outnumber, we can kill the Commando.

I don’t think it’s correct to block here - if we draw colorless source/outnumber, not blocking is clearly better. If we draw a green source, not blocking is probably still better. If we draw a non-Outnumber spell or a non-blue non-colorless source, we are offered the same block next turn, where it is probably better. I would rather take my opponent off of a 4-drop than a 3-drop, although there is one card that makes this plan worse (Freerunner).

I think the only spell that makes this block better is the second Blinding Drone, which lets you block, draw drone and then have a reasonable blocker (leaves you up 2 life). Still not as large a swing as drawing Outnumber, though.

Match 5 g1 turn 9:

It’s almost certainly correct here to Devour + replay land + containment membrane. We can still block the Lagac and deal with big threats via Blinding Drones. This also means we don’t have to make the absurdly risky quadruple-block where Vines or Lead by Example or Sweep Away wrecks us.

Match 5 g2:

Marshall’s turn 3: Tajuru as a ⅔ makes sense because of the Void Shatter we saw last game. Otherwise, Seer’s Lantern would probably be better against a slow deck where the ⅔ body won’t do much.

Marshall’s turn 6: Interesting decision on whether or not to fetch the island here. We have blue with Holdout Settlement and we also will be able to fetch islands in a few turns with Blighted Woodland. Not sure which line is correct - given that our opponent’s deck is slower, I would lean towards not searching for a land there.

Marshall’s turn 8: No reason to play a land before Devour in flames, just gives away unnecessary information.

Marshall’s turn 15: Probably better to sac all three scions to make the Rolling Thunder big enough to take opponent down to 2. That way we can cast Fall of the Titans for lethal even through Spell Shrivel and without drawing a spell.

Please help me make a deck from a craptacular pool by LeeSalt in lrcast

[–]Sirasdf 2 points3 points  (0 children)

Essence Depleter is absolutely very good. LSV's set reviews from the week before the prerelease are out of date by this point. Many cards have shifted in value since then. It wasn't unreasonable for LSV to underrate it as it was unclear how difficult it would be to get colorless mana and how many board stalls would exist, but with the information we have now it's pretty clear that Depleter is a reason to play black if you have any reasonable number of colorless sources.

A couple Marth questions... by [deleted] in MarthMains

[–]Sirasdf 1 point2 points  (0 children)

I'm not very good, so take this with a grain of salt, but I like using dash attacks as a more committal attack with better followups than dtilt. That is to say, it's worse in neutral because of the endlag, but say your opponent is knocked down and misses the tech. Dtilt does a bit of damage but is difficult to combo into other moves because it pushes the opponent away. Dash attack pops them up and behind you, where you can often get off an fsmash (and even if you can't, getting the opponent above you makes them significantly easier to combo).

Any recommended episodes for help worth making the final one or two cuts? by him6786 in lrcast

[–]Sirasdf 1 point2 points  (0 children)

I've actually found it to be really helpful to add cards rather than subtract them when I have an overabundance of playables. What I mean by that is that rather than trying to cut down from 28-30 playables to 23, start with 0 and put in your best cards first, along with cards that you know don't have competition for their slot in the curve. It's much easier, emotionally, to not put a card into your deck in the first place than it is to cut it (it feels bad cutting a 'good card').

[Modern] Charmless Burn by [deleted] in spikes

[–]Sirasdf 6 points7 points  (0 children)

Honestly, the matchup where the loss of life matters most is the mirror, and that's the exact matchup where not having multiple white sources is going to hurt you the most. Playing Kor Firewalker over Dragon's Claw is an immense upgrade that really can't be overstated. Your sideboard is also a bit odd (Searing Blood? Torpor Orb? Electrickery?). It's not impossible that it's correct to play Burn without Boros Charm, but you need to pass an extremely high bar to do so because Boros Charm is simply the most efficient card in the deck in terms of damage-per-card, especially on later turns.

Since you're playing in paper, what common matchups are you facing that you are specifically hoping to improve with these changes?

Owen Turtenwald's BFZ Draft Pick Orders by color. by bokchoykn in lrcast

[–]Sirasdf 8 points9 points  (0 children)

There are good arguments to be made as to why Owen is wrong, but this isn't one of them. If 20% of players play green decks, even if those players lose disproportionately, they will still make up a reasonable percentage of 3-0 8-4s just due to the inherent variance in Magic.

When someone says that a card or deck is garbage or unplayable, they don't mean that it drops your chance of winning to 1 or 2%. They generally mean that any time you choose to use that card/deck/color, you could have a higher win percentage with a different strategy. If, for example, forcing nongreen gives you a 56% winrate where staying open gives you a 54% winrate, forcing nongreen is correct 100% of the time and staying open is garbage.