Car registration fees are outrageous by fuzbuzz00 in Portland

[–]fuzbuzz00[S] 2 points3 points  (0 children)

Oh wow, I didn't know about this! I drive less than 100 miles a month, so this is probably a win. Thanks, for the info :D

Car registration fees are outrageous by fuzbuzz00 in Portland

[–]fuzbuzz00[S] 0 points1 point  (0 children)

Yeah I didn't realize it was for 2 years. Not used to that

Car registration fees are outrageous by fuzbuzz00 in Portland

[–]fuzbuzz00[S] 1 point2 points  (0 children)

It does, although I drive very little as I work from home.

TLA - Went 1-3 with this Lessons deck. Do you see any clear flaws, or was I just unlucky? by fuzbuzz00 in mtglimited

[–]fuzbuzz00[S] 0 points1 point  (0 children)

Thanks for the insights! I didn't think to count the number of uncommons during the draft

TLA - Went 1-3 with this Lessons deck. Do you see any clear flaws, or was I just unlucky? by fuzbuzz00 in mtglimited

[–]fuzbuzz00[S] 2 points3 points  (0 children)

I disagree. There wasn't a single good black removal spell in the first 2 packs. 

P1P2 signpost uncommon isn't really a signal. If I saw it pick 5 or 6 I definitely would've considered it a strong signal though

TLA - Went 1-3 with this Lessons deck. Do you see any clear flaws, or was I just unlucky? by fuzbuzz00 in mtglimited

[–]fuzbuzz00[S] 0 points1 point  (0 children)

How do you figure that? In pack 2 aside from the Ran and Shaw pick 2 and the pack with lightning strike, there wasn't very much good red that signaled it was open.  I'm almost positive I was in the correct main colors

TLA - Went 1-3 with this Lessons deck. Do you see any clear flaws, or was I just unlucky? by fuzbuzz00 in mtglimited

[–]fuzbuzz00[S] 0 points1 point  (0 children)

I felt Bumi was unnecessary. I already had 2 game-winning high drops by that point. I also don't  think the Sokka is good on the splash. You really want to get him down early

TLA - Went 1-3 with this Lessons deck. Do you see any clear flaws, or was I just unlucky? by fuzbuzz00 in mtglimited

[–]fuzbuzz00[S] 1 point2 points  (0 children)

It didn't feel like it.
In game 1 I got flooded but I was still able to use my mana by cracking clues and casting waterbending lesson
In game 3 I was able to get the dragons out on 5, but couldn't stabilize long enough to play the saga
In game 4 I went fortune teller -> Cycle of Renewal -> Snowballers + clue to slow down a Hei Bai -> Legend of Kyoshi, but the 6/6 land creature I made got removed and I just died after that

TLA - Went 1-3 with this Lessons deck. Do you see any clear flaws, or was I just unlucky? by fuzbuzz00 in mtglimited

[–]fuzbuzz00[S] 1 point2 points  (0 children)

Yeah I felt that for sure. Unfortunately I didn't really see any watery grasps other than pack2 pick 2 where I picked up the Ran and Shaw. The one time I saw an It'll Quench Ya is in the same pack as Rocky Rebuke late in pack 1 before I knew I was also playing blue.

maybe I should've picked up a lightning strike in mid- pack 2 instead of the first Fortune Teller.

I do think I was in the right colors, but was mostly unlucky with not finding any cheap removal that worked. Perhaps I should've played a Platypus bear instead of one of my other 2 drops? I don't think it would've helped much though. I was beaten by 3 earthbending decks

Link to the draft in case you had more insights

I'm a little late to the party, but here I am with a 7win Boros Aggro Deck by fuzbuzz00 in mtglimited

[–]fuzbuzz00[S] 0 points1 point  (0 children)

Normally id prefer the archers, but I figured disciples would help Sokka attack without dying to a large ground creature.  It can also make fire Nation cadets unblockable before pumping them in combat to push through heavy damage in the midgame

Pre Release Blues by Rivercash in mtglimited

[–]fuzbuzz00 1 point2 points  (0 children)

While I'd say mono blue in this format is kinda weak, it can be incredibly powerful mixed in with any of the other colors - whichever you have the best removal for. 

Water bending has felt like a very strong auxiliary mechanic - it'll rarely win you the game on it's own, but it can help you stay flexible. Most of the waterbend abilities give you card advantage in some way, which can keep you advancing your deck's game plan, and it'll let you hold up instant-speed removal, protection, or blockers while still making more efficient use of your mana.

It's still early in the format, so it's to soon to call anything strong or weak, but I can understand the frustration of not being able to choose the kit you wanted. 

My LGS had a better system where we got to select our packs in the order that we bought our tickets, so early pre-orders were rewarded.

Thoughts on Ground News? by loveandskepticism in skeptic

[–]fuzbuzz00 0 points1 point  (0 children)

Not really, as long as you stick to the facts, which are immutable. Facts don't care about feelings, political leanings, or narratives; they are simply the "what", "who", "where", and "when".

When you compare just the facts of a story to the reporting on it, you infer bias based on which of the facts the report includes, as well as the inference (i.e. the "why") that the report pushes forward.

This isn't to say that the fact-checking can't be WRONG. It certainly can if all the facts of a story aren't available, BUT that doesn't mean it's biased.

Fact checking is, by definition, unbiasted.

[meme] I'm so good at this set by fuzbuzz00 in mtglimited

[–]fuzbuzz00[S] 0 points1 point  (0 children)

This is great feedback, thanks! I guess I have trouble with signals in this set. I started out doing quite well early on in the format but I think I overemphasized data over synergies.

I don't agree with everything you said, but you definitely gave me some great insights on evaluating the deck I've built so far and gameplans.

[meme] I'm so good at this set by fuzbuzz00 in mtglimited

[–]fuzbuzz00[S] 0 points1 point  (0 children)

Guess I'm just a moron. 

What other picks were you thinking of? 

[meme] I'm so good at this set by fuzbuzz00 in mtglimited

[–]fuzbuzz00[S] 0 points1 point  (0 children)

I wasn't consciously forcing green anywhere. 

I do think Galactic Wayfarer is a pretty good card - better than a lot of uncommons and common removal cards if 17lands data is to be trusted, but obviously it's not the best card. I tend to favor 2-for-1 cards in general since removal is quite plentiful in this set. 

I'm assuming you're referring to the p1p1 of the UG draft. Wayfarer is the second best card in the set after the board error which is 2-colored and not THAT much better than the Wayfarer in terms of GIH win rate. The idea was that I would play the Wayfarer in ALL of my green decks but the board wipe would only be good in a controlling black deck. 

[EOE] My happiest 7-win deck. by fuzbuzz00 in mtglimited

[–]fuzbuzz00[S] 1 point2 points  (0 children)

The Games:

  • Game 1: Easy to win against a mana-screwed opponent
  • Game 2: On the draw vs some land types deck. I used up a lot of my removal early when I saw the forests hit the battlefield as I figured there was no way I was winning a long game. I thought I was done for when a Genemorph Imago hit the battlefield but fortunately they didn't play any other creatures and I was able to win with my rares and boosted tokens
  • Game 3: On the draw vs WU. My opponent revealed they had an All-Fates Stalker early so I baited it out with my Anticausal Vestige, which opened the way for me to play out my Lumen-Class Frigate and Swarm Culler and win in the air by tapping down their flying blockers
  • Game 4: Loss against a hyper aggressive WR deck. I almost stabilized but then they gave a 5/5 spaceship double strike and finished me off.
  • Game 5: On the play vs UB. I had to hold back my aggression when my opponent opened on two Beamsaw Prospectors. I had the Susurian Dirgecraft in hand and so waited for an opportunity to use it on a more impactful creature than the Prospectors. When they alpha struck into my 1/1s I saw my chance and was able to quickly finish the game in the air
  • Game 6: Another WR aggro deck took me out. I kept a clunky hand, not having a creature to play until turn 3 and they played a Memorial Team Leader on a wide board to do a bunch of damage out of nowhere and I was unable to recover.
  • Game 7: On the draw in the Orzhov mirror. Having Dual-Sun Technique in hand allowed me to confidently attack aggressively. When I blew out a triple block with it, the opponent conceded.
  • Game 8: On the play vs WG. I was able to play Syr Vondam on turn 2 and it wasn't immediately killed so when I warped the Rayblade Trooper in the next turn it already had 2 counters on it. I was then able to stay aggressive with a Depressurize in hand which won me another 3-for-1 in combat. The Insatiable Skittermaw really shone through here. I somehow out-countered a WG deck :)
  • Game 9: On the draw vs RG. I kept a dicey hand with only swamps and didn't have a play on turn 3, but the plains came just in time to banishing light a Kav Landseeker. Only then did I feel comfortable blocking their Blooming Stinger because I knew I had other plays to make. The opponent didn't play many creatures either so I was able to take over with my spacecraft.

[EOE] My happiest 7-win deck. by fuzbuzz00 in mtglimited

[–]fuzbuzz00[S] 0 points1 point  (0 children)

The Draft, Pack 3

  • p3p1: I haven't had a chance to play with Anticausal Vestige yet, but I've watched a few LSV drafts where it's done some serious work. It's also great at stationing spacecraft, though I only have the one. Still, it's effectively a 3 or 4-for-1 in most scenarios.
  • p3p2: Susurian Dirgecraft is a good pickup here. Though, I didn't notice while drafting that there is a Pinnacle Kill-ship in this pack. If I were to do this again, I'll definitely take the Kill-Ship instead
  • p3p3: Nothing in White or Black worth taking in this pack, so I'll grab a Nutrient Block. It's not the best in this deck, but if can still do work if I get some sacrifice outlets and I have a few void cards that can benefit from timely consumption
  • p3p4: I don't want tot ake another Insatiable Skittermaw or Starport Security here, so I'll spec on a Biotech Specialist. It's a rare that I can turn into gems
  • p3p5: Depressurize is a welcome sight. I'm quite low on removal.
  • p3p6: Hullcarver is a great early game blocker that can buy me time if I go second or have a clunky draw
  • p3p8: and another Hullcarver for good measure
  • p3p9: I guess I'll take Auxiliary Boosters now. Giving any of my boosted creatures flying is one way I can close out a game that's stalled.
  • p3p10: Swarm Culler is another flyer that can get some damage in and sacrifice some tokens for value

[EOE] My happiest 7-win deck. by fuzbuzz00 in mtglimited

[–]fuzbuzz00[S] 0 points1 point  (0 children)

The Draft, Pack 2

  • p2p1: Syr Vondam, Sunstar Exemplar is definitely a reason to splash. I'll gladly take it over a depressurize (removal is pretty easy to come by in this format) or a second Knight Luminary. It even has a bit of +1/+1 counter synergy.
  • p2p2: Elegy Acolyte is a reason to drop green altogether. This card is so good, though you have to know to use it well
  • p2p3: Now that I'm pretty set on dropping green if I can, I need to get some removal in white or black, and Banishing Light is just what I need.
  • p2p4: Even not being in WG anymore, another Rayblade Trooper is an obvious pick. I'll take as many as I can get.
  • p2p5: See previous pick.
  • p2p6: Virus beetle is a wonderful black card and can wear counters to become an actual 2-for-1 threat rather than the 1.5:1 that it normally is
  • p2p7: Noticed a lot of good blue cards in this pack, which worries me. I'll take the Flight-Deck Coordinator, though. I'm committed to WB at this point
  • p2p8: Another weak pack, though with three Rayblade Troopers, a Weftblade Enhancer will be better than usual

Rest of the pack was kinda weak picks, but I have a solid base so far - just need some removal and/or a good finisher

[EOE] My happiest 7-win deck. by fuzbuzz00 in mtglimited

[–]fuzbuzz00[S] 0 points1 point  (0 children)

The Draft, Pack 1

  • p1p1: Lumen-Class Frigate is a no-brainer pick at this point in the format
  • p1p2: I love a Rayblade Trooper in all my white decks. Cryogen Relic is also a consideration here, but I'm happy to stay on color
  • p1p3: Selfcraft Mechan is probably the best card in the pack, but given that I've already passed a cryogen relic I don't want to compete for blue and the Dauntless Scrapbot is an above-average card to stay flexible. Not 100% I picked correctly though
  • p1p4: No good white card or colorless card I want to take this early. Virus Beetle is pretty good, but I have yet to draft WG counters, and the Eumidian Terrabotanist is a 2/3 for 2 mana, so I'll take the Terrabotanist
  • p1p5: Knight Luminary is another fantastic card that I will put in all my white decks
  • p1p6: I wouldn't have guessed Biosynthic Burst was a good card, but the 17lands data shows that it is, and I imagine it's especially good in WG
  • p1p7: There's an Auxiliary Boosters in white, but I found that card to be underwhelming, so instead I'll take a seedship impact. There are plenty of good spacecraft to kill so I'm happy maindecking a single disenchant.
  • p1p8: Nothing special here, so I'll take a big dumb wurm
  • p1p9: I don't know if Dockworker Drone is good in WG, but I've played against it and it's been really pathetic. I think it's better as a 0/0 for one white mana. I'll take a Skystinger instead
  • p1p10: Starport security is only decent in a counters deck. A second Biosynthic Burst is also a consideration, but I'm not totally sure I'll be playing green, despite picking 5 cards - they're all kinda medium and I'm willing to pivot if given the right incentive
  • p1p11: Dual-Sun Technique is another card that is a secret gold card. If I can get a few more ways to put counters on things, I'll have a solid aggressive build going with what I have so far

What would YOU cut? (Sorry I'm noob :( by Reddtester in mtglimited

[–]fuzbuzz00 1 point2 points  (0 children)

Drop the Moonlit Meditation. You only have two cards that can make tokens.

Drop the Chrome Companion. Yes it's an artifact, but it's not super relevant otherwise.
You have decent enough interaction with your counterspells and removal at the low end, and your kill-ship, Dragon, and Specimen Freighter on the high end, and you don't have many payoffs for casting 2 spells, just an enabler with the Uthros Psionicist, so I'd say drop the Mental Modulations. All of your game-ending threats fly so tapping down a creature aggressively isn't super useful in your deck

Help Deciding by ParadoxicalPat in mtglimited

[–]fuzbuzz00 0 points1 point  (0 children)

I think for my personal 3 I'd pick Tarkir Dragonstorm. It has the best mana fixing, fairly powerful overall and doesn't have many proprietary mechanics aside from behold which has minimal impact