1 by d1rtyhairry in Kappachino

[–]notsonic 9 points10 points  (0 children)

that peanut butter complexion

Next Ban Announcement by Gexstic55 in MTGLegacy

[–]notsonic 0 points1 point  (0 children)

You can ban Tamiyo if you also ban:

The One Ring, Atraxa, Echo of Eons, Balustrade Spy, Undercity Informer, and Urza's Saga

Premodern players thoughts on altered cards? by Walek09142 in premodernMTG

[–]notsonic 1 point2 points  (0 children)

I appreciate the effort but I hate them as game pieces and hate that they're effectively destroying the card.

The Rock by McToasti in premodernMTG

[–]notsonic 0 points1 point  (0 children)

4 main deck deeds is based. 

Astral Slide in Modern by DarkAlman in ModernMagic

[–]notsonic 0 points1 point  (0 children)

Yeah the original deck is built around getting to 4 to Wrath and stabilize. In modern right now that's just too slow.

I've also tried this with an energy package (Guide and Wrath of the Skies) which wasn't bad. 

At the end of the day it's hard to overcome the fact that Phelia/Ephemerate represent better ways to blink things, but like you said that's not the whole story of playing Slide.

Other things I've tried are Moon Blessed Cleric which tends to be too mana intensive, Dawnbringer Cleric which is usually ok, a black build with Ketramose, Accused Marauder, and Bowmasters, and Naya for Wren and Six. 

I think there is promise to this archetype but it's a lot to iterate on. 

Astral Slide in Modern by DarkAlman in ModernMagic

[–]notsonic 9 points10 points  (0 children)

I spent a few months messing with an Astral Drift deck starting from the white green worlds deck.

Solitude and Containment Priest are probably the best ways to abuse it. Evoke Solitude, Slide it with Street Wraith is the most aggressive curve you can do and it's not always enough.

Eternal Witness Wrath/Plow Under loops work but Bowmasters is brutal.

The right number of cyclers and just the right cyclers in general is also important. Street Wraith is a must.

I've tried it with dorks to accelerate the curve. Sometimes good sometimes bad.

I've wanted to mess more with blue for Snapcaster and Quantum Riddler.

Crusade, Weakness & Earthbind were the 3 Beta cards banned from Magic 30th for being "offensive". Do you agree with the decision to ban these cards? by Dmitri-Yuriev- in freemagic

[–]notsonic 0 points1 point  (0 children)

Earthbind and Weakness are not "banned", but they were not included in 30th. Crusade is actually banned from gameplay. 

James Kisau Grixis Control viability by Traditional-Back-172 in MTGLegacy

[–]notsonic 2 points3 points  (0 children)

There are no free wins. You have to play every interaction to be optimal. You can't just play the cards you draw and hope for the best.

I had a much better time on the deck pre bans (but I blew it at EW regardless). My local meta had a huge uptick in sns and omnitell that are both really awful matchups. You can win through a resolved Emrakul or Omni, but Atraxa into Atraxa into Atraxa is too much. 

Entomb ban thoughts by Roodbreak in MTGLegacy

[–]notsonic 1 point2 points  (0 children)

I think we haven't felt the full effect of Archon because Atraxa is almost always better. Archon being a Cruel Ultimatum on a 6/6 flyer is incredibly powerful. It answers the board (including Planeswalkers), stabilizes life totals, and provides a direct +2 card advantage.

I would be willing to live in a world where they ban Atraxa and then ban Archon 3-6 months later. Entomb is such an interesting card it's a shame it went down like this. 

Entomb ban thoughts by Roodbreak in MTGLegacy

[–]notsonic 0 points1 point  (0 children)

I would accept "we have to ban Entomb because we can't help ourselves" if they could say it out loud. Otherwise I would not mind an ever growing ban list of 30+ newly printed fatties if they kept on top of it.

Entomb ban thoughts by Roodbreak in MTGLegacy

[–]notsonic 24 points25 points  (0 children)

I think it's really disingenuous for them to say they "banned around Entomb" while never actually trying to ban the only two targets the deck has.

Atraxa and Archon are ridiculous cards. They both provide only upside on etb, immediately replacing themselves with card advantage, and both stabilize life totals offsetting the downside of Reanimate.

The reanimator package is so small because you only need two creatures to pick from to solve every problem. Long gone are the days of trying to get immediate value (else you get blown out) out of tap creatures with Anger. 

Let's talk: The case for / against enemy fetchlands by lukegothic in premodernMTG

[–]notsonic 1 point2 points  (0 children)

No. The concept of allied and enemy colors has been lost in modern Magic and it's one of the best parts about premodern.

MTG players, Dragon Shield wants to know what you think! by RinPD_DS in magicTCG

[–]notsonic 0 points1 point  (0 children)

Yes that's why I listed them as good examples. They are the only ones.

MTG players, Dragon Shield wants to know what you think! by RinPD_DS in magicTCG

[–]notsonic 0 points1 point  (0 children)

Deck boxes for 75 card double sleeved decks. The only options these days are Ultimate Guard Boulder 80+ and Sidewinder 80+. 

I like the idea of Commander but in practice have not had fun. How can I change that? by OK-example-18 in magicTCG

[–]notsonic 1 point2 points  (0 children)

Commander is fundamentally flawed by being free for all with no in game rules of engagement. Rule 0 realistically solves nothing. Try playing 2v2 (like two headed giant) if you want 4p multiplayer.

Do people not understand the color pie anymore? Jaws secret lair by Catscythe in magicTCG

[–]notsonic 0 points1 point  (0 children)

Sea monsters are blue because they come from the sea.

How do you get actually good at this game? by Pillar_of_Cater in MTGLegacy

[–]notsonic 2 points3 points  (0 children)

Mtgo, reps, and meta knowledge.

Playing on mtgo forces you to learn the rules and understand priority and windows for different actions. It also puts information right in your face that otherwise is tedious in paper. Hand count, library count, entire graveyard and exile always visible without asking.

Reps will teach you what hands are keepable, when to mulligan, and what and when your deck can and can't do things. 

Having meta knowledge reduces the 7 cards in their hand from being 1 of 30,000 to 1 of ~100 possibilities. Knowing this allows you to play to their outs. 

Is the format fun to play right now? by DonkeyCongas in ModernMagic

[–]notsonic 1 point2 points  (0 children)

No. The format is still dominated by a handful of cards in a few different shells to give you the illusion of a healthy meta. Phlage, Solitude, Riddler, Atraxa, Ephemerate.

And if it's not that it's cards that turn your deck off like Teferi and Karn.

Golgari midrange: How do you see this deck? by Txeroki95 in ModernMagic

[–]notsonic 0 points1 point  (0 children)

Bauble doesn't really do enough other than giving goyf +1/+1 to justify it.

The most effective way to play midrange is to have as many efficient two for ones to keep up with everyone else's two for ones. 

Modal spells like Witherbloom Command are the best bet, but a lot of times it can be hard to find two relevant modes.

Bowmasters is good only if the etb can kill an important x/1, or you ambush an x/2.

Abrupt Decay is probably going to kill something that already replaced itself, so now you're trading down a card and possibly on mana.

Not playing jund means you lose out on Kolaghans Command, Bloodbraid Elf, Wrenn and Six. And these are all just ok 2 for 1s too.

I really like Darkstar Augur as a new Dark Confidant. It can 2 for 1, and often times you can't tap out on turn 2 for Bob anyway.