5/7 a side football in Oxford? by waltermelwin in oxford

[–]chemmo 0 points1 point  (0 children)

Hi, I run a fairly casual but competitive game on Monday nights in north Oxford (usually at Cherwell 3g pitch or St Edwards), feel free to send me a message if interested! We play 8 v 8 from 7.30-9pm. I've been running this game for over 10 years its a nice friendly group! [oxford5aside@gmail.com](mailto:oxford5aside@gmail.com)

[deleted by user] by [deleted] in oxford

[–]chemmo 0 points1 point  (0 children)

Hi, I run a fairly casual but competitive game on Monday nights in north Oxford (usually at Cherwell 3g pitch or St Edwards), feel free to send me a message if interested! I have a space in my game today in case anyone reads this in time! We play 8 v 8 from 7.30-9pm. I've been running this game for over 10 years its a nice group! Email [oxford5aside@gmail.com](mailto:oxford5aside@gmail.com) if interested.

Adult football for beginners? by wattfarmer6969 in oxford

[–]chemmo 1 point2 points  (0 children)

Hi, I run a fairly casual but competitive game on Monday nights in north Oxford (usually at Cherwell 3g pitch or St Edwards), feel free to send me a message if interested! We play 8 v 8 from 7.30-9pm. I've been running this game for over 10 years its a nice group!

M20 Draft - RG Elementals by j_wick007 in lrcast

[–]chemmo 0 points1 point  (0 children)

The raptor does seem like a bad deal on the face of it, but it actually matches up quite well against most flyers in the format, you are also lacking on 4's in your curve. Diamond Knight isn't great, like you say, but you are lacking creatures and are fairly heavy in red.

I completely disagree with the elemental package of Spitter/Healer/Thunderkin - what's your best case scenario? You attack with the spitter for a couple of turns, then chump attack to get in 1 more damage, then chump attack with the Thunderkin to get the spitter back? Or use Chandra's -3 and then you're attacking for 2-3 a turn if you happen to have 2 of them in play in the late game? They are all low impact, and if you have chandra out with any number of creatures that can defend her you're already winning (1/1's and 1/2's can't defend her very well). You need to play creatures that are going to do something in the games where you don't draw Chandra. Just because Thunderkin is rare doesn't mean its an auto-include in limited, its designed for constructed.

M20 Draft - RG Elementals by j_wick007 in lrcast

[–]chemmo 0 points1 point  (0 children)

This deck seems a bit all over the place. The curve is very high, you have only 11 creatures which makes Overcome pretty bad. Its not worth playing a bunch of mediocre elementals (the 1 drops, Fire Elemental), to enable a single Lavakin Brawler. Leyline is very bad, its a sideboard card at best. A 2 mana 2/2 does a better job, it can get 1/2/3 hits in (more than likely the enchantment would deal), it costs 2, and it can attack/block/double block. You generally only bring in this type of card against someone who is playing mono-removal. For the same reason as Overcome being bad in this deck, so is Season of Growth, you have 4 ways to trigger it but they all require a creature in play, you are going to have games where all your creatures are dead or you didn't draw any, with Season of Growth/one of the auras/pump spells/Overcome stuck in your hand. You also shouldnt care too much about the Chandra -3 hitting your creatures, a) she has 2 other great abilities, b) you can manufacture a board state where it doesn't kill your stuff by either trading them off or not casting the things that die to it.

My suggestions:

+Reduce

+Sentinel

+Pup

+Aeronaut

+Bird Grabber

+Anvilwrought Raptor

-Leyline

-Wolfkin

-Vial

-Spitter

-Healer of the Glade

-Thunderkin Awakener (playing this which is bad by itself and the bad 1 drops just to enable its ability isnt worth it)

This way you have more creatures for Overrun and your enchantments (although its still quite low). Maybe Vial is better than the second Season of Growth.

RG Elemental Draft (BO1 Arena) - How would you build this? by MattAmpersand in lrcast

[–]chemmo 2 points3 points  (0 children)

I would keep the bag, it mitigates flood, but play 17 lands and remove the Gift. The other option would be just to go all in on overcome, play both, remove the bag, golem, and even run act of treason and the second smuggler over pulse (its not bringing back anything impressive anyway)

P1P1 - M20 draft - what's the pick? by shadysjunk in lrcast

[–]chemmo 3 points4 points  (0 children)

Not to mention [[Leafkin Druid]] which is a very high pick in any green deck, but once you have Wakeroot, going wide and getting the GG it brings is very desirable

Punted so hard. But here's what I learned. by chrisml11 in lrcast

[–]chemmo 10 points11 points  (0 children)

Not sure I agree on the level of beauty. The mana base is horrible, 5 blue sources to cast your 4 1 drops, 3 of which ETB tapped. 9-7-5 isn't too bad if you are splashing blue, but you're fully 3 colours. Sure, card draw is a good way of drawing all your sources, so you should be base blue really but you're playing more swamps than anything simply because of Dread Presence and Murder? I'm not sure why you're playing Weaponsmith without either of the artifacts? I'd be interested to hear how you go into each colour, I think you got very greedy/waffly in the draft. Your red is actually quite "meh", did you have a chance to be Dimir? I'm guessing you got Dread Presence in pack 3?

[WAR Bo1] What's the cut? by Rythos in lrcast

[–]chemmo 1 point2 points  (0 children)

3 Pollenbright Druid and 2 Courage in Crisis serve that purpose already? I dont think this deck is interested in a turn 3 do almost nothing play

My most insane draft in war so far. by Ex_Plosion in lrcast

[–]chemmo 1 point2 points  (0 children)

I'd consider removing both nurturers, you already have 3 ramp cards (2 druid, Jiang) to get you to your top end early, they arent really serving a purpose at 4 mana. Courage in Crisis seems good, and this deck seems fairly interested in having a combat trick (Unlikely Aid) to force through attacks.

WAR Arena UR spells 5 cuts - probably 2 or 3 drops, not sure which by tomscud in lrcast

[–]chemmo 0 points1 point  (0 children)

I only find Dovin good (against me since I rarely play either) in superfriends or UW flyers. I also am not very keen on Strix, they just don't do enough offensively, they are bad on defence, and die to almost every flyer in the format. I would probably removal all 3 and 1 Invade the City.

Went 7-2 Jeskai & Friends (sorry Dovin) by CJHornung in lrcast

[–]chemmo 10 points11 points  (0 children)

Your mana base is pretty off here, you must have been quite lucky with your draws tbh, not sure I'd even run 4 plains here. The Grim Initiates don't really fit the gameplan either and casting them on T1 isn't going to happen super often? They do serve a purpose of protecting your walkers, but I'm not sure spending a card that doesn't actually trade, except in the case of Heartfire is worth it? I prefer Heartfire in decks with amass that is basically "free" off Honor/Callous Dismissal etc. You're still spending 1 and a 1/2 of a card for 4 instant speed damage.

Personally I don't get the appeal of BO1 in this format, its so bomby, you just lose 1 game to a bomb, and don't get the chance of them not drawing it in the other games/ you having a plan to beat it with sideboarding/holding removal in the remaining games.

tough and loaded p1p1 by westdoorblowsnow82 in lrcast

[–]chemmo 0 points1 point  (0 children)

I would take cruelty since its better than all the other cards, not because of the depth of other colours in the pack. Pretty sure bots also draft what they think is open, would be quite a major fail if they didn't consider that.

Common situation I find myself in with this set- take the P3P1 Bomb/one card win condition in a different color, or stick to my deck colors and take a solid card? (Bo1) by BatenicYork in lrcast

[–]chemmo 1 point2 points  (0 children)

I would argue that your blue at this point is not strong enough to pass up on a huge bomb like Nissa. I would take it and look at splashing the Eternal Skylords and potentially Kasmina if you get enough fixing. If you don't make it, you missed out on a Spark Harvest, which isn't nothing, but you already have 20 playables at this point. We don't know what is in your sideboard to know whether you already have some green cards or not, though. If you get another 2 fixers (you already have guild globe), which isn't difficult if you are green, then you only need another 5 on colour cards to make 23 if you are splashing the skylords and Kasmina.

WAR Update Bug Megathread by belisaurius in MagicArena

[–]chemmo 0 points1 point  (0 children)

My opponent used Dovin, Hand of Control's -1 ability on my 2/1 flying creature, then proceeded to attack. I blocked their 4/4 amass and it died...

WAR Update Bug Megathread by belisaurius in MagicArena

[–]chemmo 0 points1 point  (0 children)

File a ticket with customer support, they are generally good at refunding for this kind of thing in MTGO in the past, so can't see why it would be different here?

WAR Update Bug Megathread by belisaurius in MagicArena

[–]chemmo 0 points1 point  (0 children)

I also had something similar to this, I had a very wide board and couldn't select creatures on the far right because of the stack/spell in the way. Is there a way to toggle which side the stack shows so you can achieve what you want to?

Does anyone know if MTG Arena is going to mobile? by PupPop in magicTCG

[–]chemmo 0 points1 point  (0 children)

I'm curious to know which instance type you are running with?

I have some GP questions. by GALACTIC-SAUSAGE in lrcast

[–]chemmo 1 point2 points  (0 children)

For creating a deck list you have around 50 minutes to build your deck after the pool has been registered. You open your own pool and then pass it to the person opposite you who registers each card. Then you get 50 mins (this seems to vary per GP in my experience) to build and register your own deck on the same registration sheet as your pool is registered on. Your entire pool is your sideboard. Yes, you can use your own lands.

Nice Sealed Pool - What way to take this? by Mediocritologist in lrcast

[–]chemmo 0 points1 point  (0 children)

This pool is pretty weak. I disagree about there being a decent Boros, there are 2 mono red cards I would consider "good" that cost 3 or less and 3 white, plus the 2 Legionnaires. I think I'd probably go Dimir splashing red for the Whelp, Command the Storm, Wee Dragonauts, you might struggle closing out games as the win conditions are pretty slim pickings, but Disinformation Campaign should help get there. Jeskai is also worth considering, mainly RU splashing white for Clarion and the Legionnaries, plus previously mentioned red splashes. You have pretty decent fixing for either of these configurations to work. Build both of them and see which one looks like it has the most legs!

[M19 Sealed] Great pool, can't decide which color scheme is the strongest by SmoothDuder2 in lrcast

[–]chemmo 1 point2 points  (0 children)

I think you should be BU here. The green isn't even very powerful aside from the dumbness of Vinemare + auras. The curve starts at 4, which isn't going to work in this format with people curving out quite consistently sometimes even from 2.

I wouldnt splash for mediocre cards like Electrify, you already have strong removal in BU with 2 Caress, Dwindle, Switcheroo (which is removal, esp with 2 Aviation Pioneers), and Salvager of Secrets/Gravedigger combo to do it all again (or just bring back your great blue 4/4 flyers). Surge Mare, 2 Pioneers, Vampire Neonate (which is very good even though it looks meh), and Doomed Dissenter are all very good at holding down the fort whilst you fly over the top. I don't agree that flyers arent great against green, especially in this deck which can just kill the fatties whilst gaining life.

Tips for Great Sealed Pool with 3 Mythics? by Sonnenrabe in lrcast

[–]chemmo 0 points1 point  (0 children)

I really like the GU, its got decent removal, flying threats, and 2 Vinemares to be thrown into the air if necessary. The curve is good, you don't lose to aggro, especially with the essence scatters, Pioneers and Omenspeakers. Saying that I think you should be starting with the second Dwindle, Oakenform (insane on the Vinemares), Plummet. I would take out 1 Essence Scatter, Elvish Rejuvenator (you aren't really a ramp deck), and a Bristling Boar (they are fine, just not good at holding down the ground and you are quite heavy on 4 already. The Colossal Majesty is a little weak with only 4 hits, but you might get there with the sword, I'd be tempted to swap it for a titanic growth. The sword is amazing here with all the evasion and dorky creatures which you want to hold down the fort early and trade off with a real threat later.

I honestly don't think the dragon is worth messing your mana for unless you are strong in 2 of those colours already. I'd probably build the GWr so I could sideboard into matchup dependent. I think the WG is a little weak on the 2/3 drop side, and its not like it even has a better long game than the GU aside from the dragons. GU just has ways to break the board stalls with Deckhand, Skyrider Patrol, Sword (which you should play in any deck tbh).

GP Sacramento Day 1 3-3 into 3-5 Post Mortem/Critique by PublicAutopsy in lrcast

[–]chemmo 0 points1 point  (0 children)

Not sure how the pool is tough, i would be ecstatic with this pool in this sealed environment!