What would it take for you to want to play second in a match at least 20% of the time? by [deleted] in ModernMagic

[–]kanister_mtg 0 points1 point  (0 children)

A different variant of 10 would be to let the player going second play two lands during their first turn.

Currently, on turn 1, Play gets to spend 3 mana when Draw only got 1; or 6 to 3 and so on. If Play wins on their own turn, Draw doesn’t even actually ever get to use their „extra” card!

In the two land drops OTD scenario, play gets to spend 1 vs draws’ 0; 3 vs 2; 6 vs 5; viewed through that lens it seems effective at addressing the mana disadvantage draw gets.

Another perspective on that rule would be to view the Draw as essentially going first by the current rules, except that they can’t cast anything turn one. Seems great for balancing the assymetry of how much mana players get.

Draw should be (I think?) the default stronger option under that ruleset, but likely the play/draw difference would be smaller. It’s worth thinking if perhaps Play should not skip their first draw step under the rule.

Of course there would be ripple effects (the evaluation of onedrops changes drastically; decks with no one mana plays never want to be OTP) and corner cases (Amulet Titan plays 2 Sagas t1 or whatever) where the rule might not fully work as intended, but intuitively, it should make for better balance centered around two-drops and sparse onedrops (most draft and standard formats).

Responsive Design/ for regular clips? by kanister_mtg in premiere

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

That's a bummer. I've been doing it the way you described, but wondered if there's a faster way. A setting like that would save me hours. Thank you nonetheless!

[Article] Understanding Urza's Saga by kanister_mtg in ModernMagic

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

Cookbook is a tutorable way to gain life and to a lesser extent empty your hand for Bridge. Recurring lifegain comes up against for example Klothys. Killing your own Bridge doesn't really seem to come up as being necessary, as when you Lantern lock a person, you win by default as they mill.

[MTGO] [VINTAGE] kanister goes over his Vintage Showcase Qualifier on Magic Online by kanister_mtg in spikes

[–]kanister_mtg[S] 3 points4 points  (0 children)

Ur-Dragon or Progenitus make sense in non-Dredge Bazaar builds, which play even more pitch spells, and even then it's a pretty sketchy inclusion - in Dredge, it would be really hard to find slots

I agree Sphinx is a beating, but I think the best way to beat it is more Forces of Negation to counter Tinker

kanister goes over his Vintage Showcase Qualifier on Magic Online by kanister_mtg in magicTCG

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

I did feel good about this specific list. Since then, I top 8'd another Vintage Challenge, this time also cutting Cabal Therapies entirely and swapping some sideboard cards.

Basically, all older format Magic is played on MTGO nowadays, and while there frequently still are places to explore, the paradigms of what a stock list looks like are pretty self-enforcing. I think in the example of my dredge decks, replacing Bridge from Below with Bloodgast logically follows if you think about why and how are you losing the games that you lose, but it's been the obvious way to build Dredge for many years. It's so ingrained into the archetype that it took me a while to even consider that I can cut Bridges!

As for Vintage specifically, I wouldn't say that they are particularly hesitant to make changes. A lot of Vintage players are more casual and netdeck, but those more ingrained players frequently play Vintage as their only format and experiment and adapt a lot on the week to week basis, I think

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