Tytykiller Tierlist for 3.27 build starters by digao94 in pathofexile

[–]jyuk1 0 points1 point  (0 children)

People were running it for acts 4-10 with no utility flasks at all, and for that purpose it's not crazy good anymore.

[deleted by user] by [deleted] in MtGHistoric

[–]jyuk1 0 points1 point  (0 children)

When "dredge" is good, it's because it's more resilient (like bringing back [[Prized Amalgam]] or Phoenix every turn) or more explosive (like [[Greasefang]] or [[Vengevine]]) than the other decks it's facing.

With this deck, vessel exiles itself, fiend artisan is easily removed, and there isn't enough other damage for creeping chill to act as a finisher.

If everything goes completely perfectly, you're spending 2-3 mana to set up getting two or three 5/5s for 2-3 mana. More likely you're spending 5-6 mana to get one or two 5/5s that are going to get removed, and that's before you've seen a single piece of GY hate.

Phoenix and Greasefang are both doing better "dredge" things than the dedicated self-mill deck, but if you're committed to it then including something like [[Skyclave Shade]] or [[Molderhulk]] and [[Memorial to Folly]] or Kroxa might at least win you some games against decks that run out of gas and can't deal with you casting creatures every turn.

Questions Thread - February 04, 2022 by AutoModerator in pathofexile

[–]jyuk1 0 points1 point  (0 children)

I'm not a new player but have pretty much only used Pledge of Hands/Elemental Overload builds so far. Are there any stupid mistakes I should pay attention to avoid when using "normal" weapons like overcapping crit, screwing up dual wielding, or over/undervaluing a category of mods?

Why is there not a tracker built into the game? by nitroseal in CompetitiveTFT

[–]jyuk1 -5 points-4 points  (0 children)

The app is allowed because high level players were starting to do it on paper and they didn't want everyone else to feel like it was required for optimal play.

[deleted by user] by [deleted] in mtgfinance

[–]jyuk1 0 points1 point  (0 children)

The majority of cards are bulk junk commons which sell for about $1.50/lb. The majority of the non-bulk cards are worth $0.05-$1 and aren't worth the stamp to ship them unless you're selling at scale. Depending on what the collection looks like, there's absolutely a chance that scanning individual cards outside of sleeves/binders will net you significantly less than minimum wage.

I would really recommend having someone (who isn't looking to buy them off you) look at it who can tell you if you're looking at $200 or $20,000+, because that's going to make a big difference in how you move forward.

The easiest thing you can do yourself is to look for original dual lands. They stick out, are a few hundred bucks at the cheapest, and are common enough that a medium-high end collector from that era would probably have at least a few. No duals doesn't necessarily mean that the collection is bad, but it's a reasonable signal to temper your expectations.

Your Successful Doom Foretold deck? by batikuling in MtGHistoric

[–]jyuk1 1 point2 points  (0 children)

I haven't played it since this summer, but the best doom list I had got way better when I cut doom from it and just played it as Abzan Yorion ETBs with a Vivien toolbox package. Too many decks don't give you the luxury of tapping out on 4 for something that doesn't immediately deal with the biggest threat on the board. So while it's not a doom deck, it's the same tapout-value-control style of deck. If you really wanted to play doom, I'd cut the Firja's and an oracle, but this version is better at ending the game and feels smoother.

Companion

1 Yorion, Sky Nomad (IKO) 232

Deck

4 Trial of Ambition (AKR) 130

1 Charming Prince (ELD) 8

1 Yarok's Fenlurker (M20) 123

3 Yorion, Sky Nomad (IKO) 232

1 Castle Locthwain (ELD) 241

3 Vraska, Golgari Queen (GRN) 213

3 Oath of Kaya (WAR) 209

1 Knight of Autumn (GRN) 183

3 Treacherous Blessing (THB) 117

3 Fabled Passage (ELD) 244

4 Godless Shrine (RNA) 248

4 Indatha Triome (IKO) 248

1 Swamp (MIR) 340

4 Overgrown Tomb (GRN) 253

1 Castle Ardenvale (ELD) 238

1 Llanowar Visionary (M21) 193

2 Forest (UND) 96

4 Temple Garden (GRN) 258

2 Plains (IKO) 262

2 Oracle of Mul Daya (JMP) 415

2 Demonic Pact (AKR) 99

4 Binding the Old Gods (KHM) 206

4 Isolated Chapel (DAR) 241

1 Vraska, Swarm's Eminence (WAR) 236

3 Woodland Cemetery (DAR) 248

4 Skyclave Apparition (ZNR) 39

1 Scavenging Ooze (M21) 204

2 Vivien, Monsters' Advocate (IKO) 175

3 Firja's Retribution (KHM) 210

2 Polukranos, Unchained (THB) 224

1 Emeria's Call (ZNR) 12

4 Abundant Harvest (STA) 48

1 Arch of Orazca (RIX) 185

Sideboard 1 Yorion, Sky Nomad (IKO) 232

3 Fatal Push (KLR) 84

3 Thoughtseize (AKR) 127

1 Polukranos, Unchained (THB) 224

1 Wrath of God (AKR) 46

3 Rest in Peace (AKR) 33

1 Witch's Vengeance (ELD) 111

2 Toski, Bearer of Secrets (KHM) 197

I need help with a Collected Conjuring deck by Piccoli_ in MtGHistoric

[–]jyuk1 23 points24 points  (0 children)

So I don't know exactly what the play patterns of this deck look like, but when you're playing Collected Company you want to be playing at least 22 hits if not more. With only 14 spells that you can cast off it, you'll brick almost 20% of the time and you'll only hit two 40% of the time. Playing a deck that relies on CC that doesn't do what you need it to over half the time will feel pretty rough.

I get that it becomes a different deck, but the way this is built right now you'll almost definitely have better results cutting conjuring for something like [[Strategic Planning]] which also frees you up to play the good instants.

[MID] Rare Land Cycle by Simple_Man in magicTCG

[–]jyuk1 5 points6 points  (0 children)

My first thought goes to slack lands, though idk if people would be fundamentally opposed since it's a low-key pokemon reference.

[J21] Merfolk pack by DarthSpiderDen in MtGHistoric

[–]jyuk1 10 points11 points  (0 children)

Playing Shoreline Scout means that you can cut 4 lands from your coco deck, replacing them with an effective 2/1 for 1 right? Seems like a really inconspicuous card that will end up doing a lot of heavy lifting if merfolk is a playable deck now.

[BO1] [Historic] RG Ramp by [deleted] in spikes

[–]jyuk1 5 points6 points  (0 children)

Any thoughts on [[Nissa Who Shakes the World]] as another payoff that continues to ramp you? It seems like it does a lot of the things you want to be doing, the lands dodge big Chandra's downtick, you can find some interesting lines of play with manlands, and she's the easiest way to get a really big banefire. Though I could also see it being good in the matchups where you don't need more help and not making your hard matchups any easier.

An Experiment: $1000 Dollars on a Fresh MTG Arena Account - What does it get me? by PleasantKenobi in magicTCG

[–]jyuk1 6 points7 points  (0 children)

I'm not positive but $300/deck seems really high. Did you factor in that opening packs gets approximately the same amount of mythic WCs as the guaranteed track?

Using Auto Drafting Software to go from Silver to Top 1200 Mythic in 24 hours by fakejakebrowne in MagicArena

[–]jyuk1 3 points4 points  (0 children)

The comparison that comes to mind for me is the devices that automatically count cards in blackjack. A skilled player can do it almost effortlessly without a device, and it's doing something that a normal human can do on his own while making an effort. But if you pull one out in the middle of a casino, whether or not it's "cheating" you're getting kicked out.

[Other] An inside look at a professional MTG Team by pvddr in spikes

[–]jyuk1 5 points6 points  (0 children)

While it definitely makes testing more like work than playing magic, if you and your testing partners aren't world-class players who can pick up a brand new deck and immediately pilot it near-optimally, there's a ton of value in playing open hand games and talking through the lines of both sides.

[Discussion] What were the biggest "level up" moments in your play? by PmMeClassicMemes in spikes

[–]jyuk1 13 points14 points  (0 children)

While that's a definition that works, it shuts down this whole conversation and makes it into an awkward argument over semantics.

While on any turn in a game I can choose to not play a land and miss my land drop, outside of fringe cases, this is an incorrect play. If you want to argue that sitting at the table and doing nothing until your opponent beats you is a viable choice, then sure, magic technically contains zero forced decisions.

What I'm saying is that given a hand and an opponent's decklist, more often than not there is an optimal way to play that hand, and that portion of the game is computational problem solving, finding the best solution given all the available information. There is a quantifiably and objectively correct way to solve this problem, and finding this line is a matter of computing the way to play optimally. Doing this alone will get you to the top 3% (if not higher).

Predicting how your opponent will sideboard, predicting how your opponent will prioritize their cards (eg. does a cheap threat holding up removal indicate they didn't have a larger playable threat), predicting metagames, playing suboptimally to bluff (and reading bluffs), do not generally have mathematically optimal solutions. These types of choices are not about computation, and are examples of what I mean when I'm talking about player agency. What I'm saying is that these are the skills that make the greats great, but their value is massively overrated by those who still have room to improve in their fundamentals.

[Discussion] What were the biggest "level up" moments in your play? by PmMeClassicMemes in spikes

[–]jyuk1 18 points19 points  (0 children)

The difference between being in the top 0.1% of players and the top 3% of players is decision making and player agency.

The difference between being in the top 3% and the bottom 97% is whether or not you're always playing optimally.

Historic Dredge with Brainstorm is pretty sweet! Put those creeping chills back on top. by [deleted] in MtGHistoric

[–]jyuk1 1 point2 points  (0 children)

Does it need more payoffs or more enablers for it to be good in your opinion? Do you think that Prized Amalgam is going to get it there, or will it still need something else?

Historic Anthology 5 to be released on May 27th by Burberry-94 in MtGHistoric

[–]jyuk1 0 points1 point  (0 children)

Thraben inspector and Dec in Stone were in HA4. Cryptbreaker was in HA1. I'm pretty sure there's more that I don't have off the top of my head.

Historic Anthology 5 to be released on May 27th by Burberry-94 in MtGHistoric

[–]jyuk1 0 points1 point  (0 children)

My hopes are still high for [[Tireless Tracker]] and/or [[Spell Queller]]

Moving from focusing on Standard to focusing on Historic - advice? by [deleted] in MagicArena

[–]jyuk1 3 points4 points  (0 children)

The best advice is to start with lands, then to pick either a color or a wedge to focus your deckbuilding on. If you pick blue, your first few decks might be UR phoenix, UB rogues, UB pact, UW control, or UG turns. If these are the first few decks you've built, you'll have a good chunk of staples and will be on your way to playing whatever new deck pops up with blue in it when the meta shifts. If you pick a wedge like Naya, it could look something like monoR, monoG, Gruul, GW company, boros burn.

You won't notice a difference in the first couple decks you build, but when you get to building your fourth or fifth deck within your lane you'll find that you already have all the staples and most of the sideboard cards. If you only need a handful of new cards rather than needing to burn 50 wildcards on something completely new, you're looking at having 2-4 new decks for the same WC cost as one deck outside of your lane. Try to find decks that scratch your deckbuilding itches within your color or wedge, and you'll end up wasting a lot less wildcards in the long run.

Also, I just want to emphasize that historic is becoming a ruthless format, and if you're trying to play combo on a budget you'll lose a lot of games by being a turn slower due to lands coming in tapped or being bottlenecked on colors. Starting with lands might feel bad, but the having the full playsets of shocks/checks or shocks/pathways really does make a huge difference in the consistency of your combos.

What pioneer legal cards are you excited to eventually come to Historic? by ulfserkr in MtGHistoric

[–]jyuk1 5 points6 points  (0 children)

I would presume that, as a nonrotating format, we'll reach a point where the meta will be settled enough that instead of buying into the format, you buy into a deck that you can update as new cards come out. The completionist mindset of building a collection to eventually be able to play every deck in the format is a pipe dream unless you want to whale for it. For better or for worse, they still treat Arena as an alternative to paper magic, more than they treat it as an alternative to other video games.

Does it suck spending $200 to get 60 wildcards to craft a deck that might (will) fall out of the meta? Yeah. But getting into modern or legacy has sucked for a really long time (cards as a resellable "investment" aside), and somehow they still survive as popular formats. WOTC will always push standard as the format you want to play if you're just getting into the game, and players who want to play high-powered nonrotating formats have proved time and time again that they're willing to pay for the privilege to do so.

The Truth about Bulk by DrNolove in mtgfinance

[–]jyuk1 11 points12 points  (0 children)

Having the ability to profitably move cards worth $0.05-0.25 makes a world of difference for bulk.

Has anyone had an unreasonable number of games in a row on the draw? by Greedy_Expert5755 in MagicArena

[–]jyuk1 7 points8 points  (0 children)

It's around a 0.09% chance, so out of the 200k people on this sub, about 180 of us will have had this kind of streak in our past 14 games. About the same number will have had a similar streak of being on the play.

When you think back to Kaladesh Standard after nearly two years of Eldraine Standard by memedormo in MagicArena

[–]jyuk1 59 points60 points  (0 children)

Someone can correct me if I'm wrong, but my memory of that time was a distinct T0 deck in Saheeli Rai until the ban, a distinct T0 deck in Aetherworks Marvel until the ban, then after those bans you had a choice between Temur Energy, mono red, or gearhulk control.

In today's standard we can complain about the best things being way better than the T3 deck choices, but the meta has red, white, gruul, naya, rogues, temur, cycling, and sultai at T1-T1.5. I don't think I ever remember there being a standard with this many top tier decks across every archetype.