[Fedoras of Salvation] - White Knights ITT

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Postby Valdarith » Tue Jul 22, 2014 7:07 pm

I gotta say, this new client isn't as bad as some people make it out to be. It's way better than what I was attempting to learn on.
The problem is that it is in many ways worse than the old client. Client updates should make an experience better, not worse, and that is what people (myself included) are not pleased about.

Of course, I don't play nearly as much as the average MODO player so it doesn't affect me as much. It's just the principle of the matter.
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Postby Dechs Kaison » Tue Jul 22, 2014 7:09 pm

Having built my computer with my own two hands I can tell you confidently that my MODO issues have nothing to do with computer performance.
It seems your confidence may be misplaced.
I can assure you it's not.

Also, I'm mad at you for not commenting on my mono black aggro cube picture stonewalling a Brain Freeze deck with Necropotence. I figured if anyone would comment on it, it would be you.[/quote:
3khn6yc1]

Where was this? I must have just missed it.

I don't have images load on my screen; they give me little [noparse][IMG][/noparse] links to click on. Couple that with the fact that I sometimes check this thread to find a hundred new posts... I do miss a lot around here.

Not as much as redthirst... but still.
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Postby Dechs Kaison » Tue Jul 22, 2014 7:13 pm

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Yeah...
Found it!

I'm forced to assume he was not planning to win with the Brain Freeze, only to make sure you couldn't draw any outs (Yeah, I know you have them in your hand, but still, I think it was the best play on his part).
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Postby Valdarith » Tue Jul 22, 2014 7:14 pm

Ironically I lost to a topdecked Impulse finding Ancestral Recall.
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Postby Dechs Kaison » Tue Jul 22, 2014 7:16 pm

Yeah, then maybe I was wrong. He actually was planning to win with the Brain Freeze, he just knew he had a way to make you draw and was trusting in the heart of the cards to find it.
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Postby Valdarith » Tue Jul 22, 2014 7:27 pm

From what I remember...

[deck]
Creatures (12)
1 Guul Draz Assassin
1 Gravecrawler
1 Bloodghast
1 Gatekeeper of Malakir
1 Dark Confidant
1 Nightscape Familiar
1 Vampire Nighthawk
1 Hypnotic Specter
1 Phyrexian Rager
1 Phyrexian Obliterator
1 Erebos, God of the Dead
1 Graveborn Muse

Spells (11)
1 Mox Jet
1 Chrome Mox
1 Slaughter Pact
1 Sarcomancy
1 Inquisition of Kozilek
1 Umezawa's Jitte
1 Ultimate Price
1 Diabolic Edict
1 Liliana of the Veil
1 Necropotence
1 Hero's Downfall

Lands (17)
1 Volrath's Stronghold
16 Swamp
[/deck]

I think this is right. Either way, it was pretty cool to 3-0 my first cube event, and even cooler getting to play with cards I've never had the pleasure of playing with like Dark Confidant, Liliana of the Veil, and Mox Jet.
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Postby Khaospawn » Tue Jul 22, 2014 7:38 pm

And I lost my second match. :(

Flooded in Game 2 versus RUG Delver. Kept a double Goblin Guide, 1 land hand for Game 3. 8 turns later I die when I fail to draw another land.
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Postby Khaospawn » Tue Jul 22, 2014 7:39 pm

I guess the only thing I could've done differently was mulligan in Game 3. But seriously, who's gonna throw that away? I was also gripping a Shrine and 2 Skullcracks. When I died, the dude was at 6 life....
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Postby BlakLanner » Tue Jul 22, 2014 7:43 pm

I consider it a snap keep as well. Variance just sucks.
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Postby hamfactorial » Tue Jul 22, 2014 7:45 pm

MTGO master race reporting in

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Postby Khaospawn » Tue Jul 22, 2014 7:48 pm

MTGO master race reporting in
I heard you goose stepping.
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Postby Dechs Kaison » Tue Jul 22, 2014 7:51 pm

Kept a double Goblin Guide, 1 land hand for Game 3. 8 turns later I die when I fail to draw another land.
"I will never keep a one land hand ever again."

You know, I've always said that, but I continued to keep playing really good one land hands until one really good hand went bad. Swamp, two Dark Rituals, Cabal Therapy and a Hymn to Tourach and I kept it. I never drew a second land, but if I had, that game would have been mine dead to rights. The opponent even agreed. I could have swapped any single card in my hand for a swamp and he had nothing to stop me.

Fuck one land hands. I will never, no never, not ever keep a one land hand again.
Fuck you and the green you ramped in on. - My EDH battle cry. If I had one.

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Postby hamfactorial » Tue Jul 22, 2014 7:56 pm

I keep 1 landers, and will continue to

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Postby Dechs Kaison » Tue Jul 22, 2014 7:59 pm

I keep 1 landers, and will continue to
Probably because you play Belcher, Ichorid or some other bastardization that still gets called a Deck.
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Postby LP, of the Fires » Tue Jul 22, 2014 8:08 pm

I've kept one landers on 7 with almost every archetype.

I'm learning to keep more 1 landers on six with certain control decks.
You gotta understand, I love the beatdown. I really do. I always have.

Beatdown is hard, though.


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Postby Khaospawn » Tue Jul 22, 2014 8:18 pm

I kept a 1-Lander against little Zoo. I won. The guy was CorpT, a name I recognize from Sally. Eidolon + Dragon's Claw ftw.
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Postby Khaospawn » Tue Jul 22, 2014 8:20 pm

So far I'm 2-1 in my first Daily. I must win the next match...
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Postby Khaospawn » Tue Jul 22, 2014 8:32 pm

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I had to double Searing Blaze a Kird Ape for 1 damage each time to deal the final two points. The Dragon Claw is the only thing that kept me from succumbing to my own Eidolon.

Fuck that guy and fuck Zoo.
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Postby Kaitscralt » Tue Jul 22, 2014 8:43 pm

mulligan more
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Postby Elricity » Tue Jul 22, 2014 8:50 pm

I'm actually learning to keep more 1 land hands.

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Postby Dechs Kaison » Tue Jul 22, 2014 8:51 pm

One land hands are traps.

Of course the rest of the hand looks great. You've got six gas cards.
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Postby Stardust » Tue Jul 22, 2014 8:52 pm

Land, GG, GG, GG, GG, Lightning Bolt, Lightning Bolt

Keep? Dechs wouldn't.

(I actually kept the 1 Mountain 4 GG hand back in Standard once. Never drew another land and lost, so...)
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Postby Valdarith » Tue Jul 22, 2014 8:53 pm

I've kept a one-land hand with Monsters against mono black, but a) my land was a scryland, b) I was on the draw, c) my hand was not weak to a Thoughtseize opener, d) I had two dorks and four other amazing three and four drops, e) it was game three.

It's all about context. I'll never say I won't keep a one-land hand. Not many of them are keepable in most archetypes, but too many people ship them immediately. In fact I like Delver in modern so much because my one-land hands are almost always keeps.
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Postby Dechs Kaison » Tue Jul 22, 2014 8:56 pm

Instance where I would keep a one land hand:

Forest, Llanowar Elf, Nature's Lore...

I lied. I'd never be playing that deck. It has Forests.
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Postby Valdarith » Tue Jul 22, 2014 8:59 pm

Granted you'd never play any deck without Hymn to Tourach so that's not saying much.
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Postby Elricity » Tue Jul 22, 2014 9:02 pm

One land hands are traps.

Of course the rest of the hand looks great. You've got six gas cards.
Sometimes when you've already mulled to 6 and you have a number of scry and/or early spells and are on the draw, you don't have much choice. At least not with burn you don't.

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Postby Dechs Kaison » Tue Jul 22, 2014 9:03 pm

Granted you'd never play any deck without Hymn to Tourach so that's not saying much.
I've played lots of decks without Hymn. As much as I love it, I do play the other colors.

I mean, take a look at Pristaxcontrombmodruu, my EDH deck. It doesn't have black at all, but uses all three other colors.
Last edited by Dechs Kaison on Tue Jul 22, 2014 9:05 pm, edited 1 time in total.
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Postby Stardust » Tue Jul 22, 2014 9:05 pm

That's right. It's a colour.

... I feel like we've had this conversation before...
҉

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Postby Dechs Kaison » Tue Jul 22, 2014 9:05 pm

I edited to be more clear. Apologies. Now you just look dumb.

So, I guess... no apologies.
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Postby Stardust » Tue Jul 22, 2014 9:12 pm

u r teh 1 who iz dum
҉

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Postby Khaospawn » Tue Jul 22, 2014 9:28 pm

Lost in a really close Game 3 against R/G Tron. I had to mulligan to 5 with a 3 land hand. I drew 2 more land, which bought Tron player enough time to land a Karn. *sigh*
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Postby LP, of the Fires » Tue Jul 22, 2014 9:36 pm

Everythings situational, but you can watch vids, CFB usually has a bunch where you can see interesting mull decisions. THe key theme is having a plan.

There's a video where Reid's playing UW control(with planar cleansing) and mulls to 6, and snap keeps a 1 island double divination hand on the draw as the deck needs the maximum number of resources and hence mulligans terribly so he thought that 6 was good enough, got there, and won fairly convincingly.

Another video, Sam Pardee keeps a zero lander on 5 cards, get's there, and I believe loses to flooding, but given the fact that he was playing mono-blue and his opener was 3 1 drops, thats the exact one-lander you want as you're at least on plan so that if/when you do draw the additional lands plus thassa, your not catching up, you're there.
You gotta understand, I love the beatdown. I really do. I always have.

Beatdown is hard, though.


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Postby Khaospawn » Tue Jul 22, 2014 9:39 pm

Having played essentially the same deck for years, I'm familiar with what hands to keep and which ones to toss. Sometimes you just have to keep the high risk/ high reward hands since playing it safe all the time won't get you too far.
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Postby Khaospawn » Tue Jul 22, 2014 9:43 pm

2-2 in my first daily. Cue the Rocky 4 training theme.
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Postby LP, of the Fires » Tue Jul 22, 2014 9:43 pm

You also can't keep bad sevens. Boss sligh, 1 creature, 3 pump spells, 3 lands, BAAAAAAD.

Sometimes, you need to play with whatever deck you're fooling with to learn what the deceptive bad hands are(cause the above one is usually worth 10-12 damage) but a general rule of thumb is what's the plan of the hand and what's the range of opening plans for your deck. In boss sligh, it's not voltron a creature, it's spread sideways.

You can also get the 4 boros charm, scry, mountain, mutavault hand with burn. You can't interact like...ever, but you have 16 points of damage in hand plus mutavault which can be worth at least 2 if you want. Sometimes, you're just counting.
You gotta understand, I love the beatdown. I really do. I always have.

Beatdown is hard, though.


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Postby Kaitscralt » Tue Jul 22, 2014 9:43 pm

every time you keep a one lander on 7 and it works, it loses you the game 5 times

it's just bad magic

no point talking about what you keep on mulligans, that's JUNGLE LAW!
Standard hobos who play budget garbage should be looked upon with suspicion.

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Postby Kaitscralt » Tue Jul 22, 2014 9:44 pm

(Format dependent) ^
Standard hobos who play budget garbage should be looked upon with suspicion.

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Postby Kaitscralt » Tue Jul 22, 2014 9:50 pm

I think we've all won enough games on 5 cards to know it pays to mulligan well
Standard hobos who play budget garbage should be looked upon with suspicion.

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Postby Khaospawn » Tue Jul 22, 2014 9:50 pm

(Format dependent) ^
I'm glad you at least added that.
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Postby Khaospawn » Tue Jul 22, 2014 9:52 pm

You also can't keep bad sevens. Boss sligh, 1 creature, 3 pump spells, 3 lands, BAAAAAAD.

Sometimes, you need to play with whatever deck you're fooling with to learn what the deceptive bad hands are(cause the above one is usually worth 10-12 damage) but a general rule of thumb is what's the plan of the hand and what's the range of opening plans for your deck. In boss sligh, it's not voltron a creature, it's spread sideways.

You can also get the 4 boros charm, scry, mountain, mutavault hand with burn. You can't interact like...ever, but you have 16 points of damage in hand plus mutavault which can be worth at least 2 if you want. Sometimes, you're just counting.
Yes, yes, and yes. :yes: -->
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