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By: one million words, Pete Jahn
Aug 02 2010 8:02am
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M11 Prerelease Notes

It's almost online prerelease time.  M11 is going to be a very good set.  The chase cards are worth chasing.  The limited format is fun to play.  About the only question left is whether the prerelease card is interesting enough to get me to play in the prerelease, or if I will wait for the release events.  The prereleases are really tempting, but mainly because I will be able to play sooner.  Sun Titan, itself, is not going to be all that valuable.  Even so, I'm not sure I will want to spend another weekend playing in ZZW and RoE drafts.

I started this article the day after the paper prerelease.  I was planning on getting it done slowly, to give myself time to get it right.  (Actually, I was waiting for the autocard feature for M11 to work.  Autocard is a function of the article portal.  If you submit an article and include a card name in parentheses - e.g. Llanowar Elves, autocard removes the parentheses and creates a link to the card in the MTGOTraders.com database.  Autocard will also insert pictures and thumbnails.)  However, autocard does not work with new cards until the programmers set up all the new cards, and links, in the system.  As I put the finishing touches on this, the MTGOTraders.com pages for M11 exist, but autocard does not.  I may have to insert  ton of links manually.

/me = sad panda, because I hate having to do work.

This is a Release primer.  For me, the first thing I want to know is which cards are expensive, and how I can make sure I will open those cards.   Well, I can't help rig the program to give you the cards you want, but I can at least show you what you want to open.

The Mythics

Baneslayer_Angel.jpg and Grave_Titan.jpg and - most $$ of all - Primeval_Titan.jpg

 If all you open are rares, not Mythics, open these.

 Fauna_Shaman.jpg and Obstinate_Baloth.jpg and maybe Steel_Overseer.jpg

These prices are based on what the paper versions are selling for.  MTGOTraders.com does not yet have prices in place. The final card - the Overseer - is probably mainly speculation:  the next big set is supposed to be artifact heavy.  As such, people will probably not be paying much for it early on.  Primeval Titan, on the other hand, is going to go into decks immediately, so if you are not heavily into Standard, sell them immediately to get premium prices.  They won't fall a lot, over time, but they are going to cost a fortune week one. 

Good luck with the opening money idea. 

Now let's look at the set's mechanics.

The Titans

M11 has a series of Mythic Titans.  They are all 6/6 Mythic creatures with a couple powerful abilities.  As 6/6es for 6 mana and no drawbacks, they are obviously great cards.  With their beneficial abilities, they are all bombs in limited.  Just look at the Grave Titan, above, if you doubt me.   Play them if you can.   

Nuff said.

Scry

This card may not only be a first pick, it may be a first pick over some of the more traditional bomblike creatures and removal in the set.  You certainly never pass this for anything mundane. 

Crystal_Ball.jpg

Scry lets you look at your next couple cards and draw only what you want.  It isn't drawing extra cards, but it is immunity to drawing dead cards.  That, alone, is amazing.  Crystal Ball may be good enough to see constructed play.  It is certainly good enough for draft and sealed.  It has been amazing when I drafted it, and it has been crushing when my opponents have played it.  

A number of cards have scry.  The lowly Sage Owl had been replaced with (Augury Owl) - a similar 1/1 flier with "Scry" instead of "look at top 4" - and Augury Owl is far, far better than Sage Owl ever was.  

The set also has a few other cycles, like cards based around the five planeswalkers, but it isn't necessary to describe them.  The Planeswalkers are the same ones found in M10 - Jace I, Garruk, Chandra, Ajani and Liliana.  They are every bit as good as they were in M10.  I could discuss them, but let's discuss a sealed pool, instead.   Here's the card pool from my first (paper prerelease) event.

White
1 Ajani’s Mantra
1 Armored Ascension
1 Holy Strength
2 Palace Guard
1 Siege Mastodon
1 Squadron Hawk
1 Stormfront Pegasus
Blue
2 Aether Adept
1 Alluring Siren
1 Armored Cancrix
1 Augury Owl
2 Cancel
2 Cloud Elemental
1 Flashfreeze
2 Foresee
1 Harbor Serpent
2 Jace’s Ingenuity
1 Mana Leak
1 Maritime Guard
1 Mass Polymorph
1 Preordain
1 Scroll Theif
1 Stormtide Leviathan FOIL!
1 Water Servant
Black
1 Bloodthrone Vampire
2 Bog Raiders
1 Child of Night
1 Deathmark
2 Duress
1 Leyline of the Void
1
Necrotic Plague
2
Nightwing Shade
1
Quag Sickness
1 Rise from the Grave
1
Rotting Legion
1 Sign in Blood

Red
1 Chandra’s Spitfire
1 Earth Servant
1 Ember Hauler
1 Fire Servant
2 Fling
2 Incite
1 Lightning Bolt
2 Manic Vandal
1 Pyroclasm
1 Thunder Strike
2 Volcanic Strength

Green
1 Acidic Slime
1 Brindle Boar
2 Dryad’s Favor
1 Elvish Archdruid
1 Gaea’s Revenge
2 Giant Growth
1 Giant Spider
1 Hornet Sting
1 Hunter’s Feast
1 Llanowar Elves
1 Primal Cocoon
1 Runeclaw Bear
2 Sacred Wolf
1 Spined Wurm
2 Sylvan Ranger
1 Wall of Vines
1 Yavimaya Wurm

Lands and Artifacts
1 Mystifying Maze
1 Terramorphic Expanse

1 (Angel’s Feather)
1 (Kraken’s Eye)
1 Stone Golem
1 Voltaic Key

 White has evolved over time.   For one thing, M11 white has some great fliers.  Look at this progression:

Snapping Drake => jagwasp swarm => Assault_Griffin.jpg

In M11, white has faster, more aggressive fliers than any other colors, even blue.  However, that is not true of this card pool.  This white is, frankly, sparse.  I have Armored Ascension, which is great if you run a bunch of Plains, but is a terrible splash.  I have one 2/1 flier.  I also have one Squadron Hawk.  Let's look at this guy.

Squadron_Hawk.jpg

If I had four or more, then the card advantage from casting the first, then searching for three more,could be really good.  With just one or two, it is an over costed Suntail Hawk, and I never played Suntail Hawk.  Overall, my white it just a couple small walls and a nothing.  White's best removal spells are Pacifism and Blinding mage - I don't have those.  Condemn is very good, but I don't have one in the pool.  I have nothing interesting.  It is not even worth splashing.  In the paper event, I looked through the cards once, put the Pegasus on top and set white aside.  It was not playable.

My blue, on the other hand, was both deep and solid.  Aether Adept is the new (Man o' War) - an Unsummon attached to a 2/2 body.   What has changed is the casting cost.  Man o' War cost 2U, and it was so good that every deck, back in the day, plashed for Man o War.  The new version costs 1UU, so it should only annoy people when in the hands of blue mages.  Adepts are great tempo, and good answers to annoying enchantments.  I have bounced creatures out from under Armored Ascension, Pacifism, Mind Control and on and on.  Having two of these made me really want to play blue.

The rest of my blue did not disappoint.  Harbor Serpent is the most playable Sea Serpent ever.  If you are playing enough Islands, it can attack in the late game, even if your opponent is not playing blue.  Stormtide Leviathan is way too expensive to rely on, but at a prerelease, it is fun.   In terms of ground pounders, Water Servant is a far better creature than Stormtide Leviathan, because you have a reasonable probability of being able to cast him in an actual game.   This blue pool isn't notable for the ground pounders, however.  It is good because it has a few decent fliers and some amazing card drawing.  Jace's Ingenuity is really good, and Foresee is a very good draw spell.  Preordain looks like a new Brainstorm, and while it is not quite that good, it is certainly good enough to make any blue deck.  Augury Owl is great, and Scroll Thief is at worst a decent blocker - at best a source of cards.

My black is not terrible, but not really exciting.  Blacks best removal spell is still Doom Blade, and i don't have any.  Black also has Corrupt, but I don't.  I do have two "removal" spells:  Necrotic Plague and Quag Sickness.  The Plague is too symmetrical.  Quag Sickness is good if you play heavy black, but you can't really splash it.  The creature mix is decent, but not exciting.  The two Nightwing Shades are almost worthwhile, but they are pretty expensive, even for flying pumpers.

Overall, my black was playable, but I would be happy to find a better color.     

My red was interesting, but really short on creatures.  I had Chandra’s Spitfire, which flies, I guess.  Earth Servant has a really fat butt, unless you splash him, but no evasion.  Ember Hauler is a 2/2 that can Shock something.    Manic Vandal is artifact kill on a 2/2 - Viridian Shaman if you will.  And that's it.  Fling is interesting (important note - both Fling and Act of Treason are commons in M11, so expect to see a lot of people stealing your creatures, attacking, then Flinging them at you.)   However, other than the sideboard Incite, red just does not do it for me.  Lightning Bolt and Pyroclasm might be worth splashing, but the rest of red immediately joined white in the "not gonna play this" pile. 

At this point, I was hoping green would be good.   Even before sorting the cards, I knew I would be playing it.  First of all, the stack of green cards was large, so I figured it would contain something.  Second - only blue was really playable so far.  I was hoping for good green.  Let's see what I got.

Acidic Slime:  a favorite.  I play this whenever I'm green.  I love having disenchants in the deck, and even more so when they have legs.
Brindle Boar:  a 2/2 for 3 with a minor ability.  I might play him if I am really short of three drops, but probably not.
Dryad’s Favor: even if I was playing against another green mage, it would take a fairly special deck for me to consider an enchantment that does nothing but give enchanted creature Forestwalk.
Elvish Archdruid:  It's at least better than Brindle Boar, but unless I have a couple other elves, it's playable but not exciting.  In this pool, I have three other elves.  Maybe.
Gaea’s Revenge:  WOW!  This is an 8/5 monster.  An 8/5 uncounterable monster that is immune to nearly all removal.  Absolutely stupidly good creature.
Two Giant Growth:  Pumps Gaea's Revenge, and a good combat trick.  
Giant Spider:  still fulfills the same roll - flier defense.  
Hornet Sting:  This is green removal, but a one damage burn spell is just not very exciting.  Very, very few creatures can be killed by this.  I would be pretty sad if it made the deck.

An aside:  Some people have been really bothered by green getting direct damage.  Green isn't supposed to get damage, unless it only kills fliers.  Okay, that's true, but I have a problem with that sort of definition of the color pie.  Green can't kill creatures, and red and black have problems dealing with enchantments - but those are the only color-pie restrictions.  I can't think of anything blue cannot do.  Nothing is "out of color" for blue.  How is that balanced?   Whatever - that's a different article.

Hunter’s Feast:  lifegain is bad.  This card might be fun in multiplayer, maybe, but not in limited.
Llanowar Elves:  Still doing what they do.  They will make the deck.
Primal Cocoon:  a slow pump enchantment, OTOH, will not.
Runeclaw Bear:  I am never happy playing Grizzly Bears.  Runeclaw is no exception.  About the only Grizzly Bear reprint I would consider playing is Bear Cub, simply because of the "aww - he's so cute!" factor.
Sacred Wolf:  The is, in the end, a 3/1 untargetable guy.  It is not the second coming of (Troll Asetic).  It might be nice with something like Armored Ascension or Shiv's Embrace on it, but otherwise it is not that exciting.  Garruk's Companion, the 3/2 creature for GG, is more interesting, at least for limited.  I played on Sacred Wolf,  to see whether my evaluation was correct, and I think it was.  In very rare cases, it was great.  Most of the time, it just traded with the opponent's  worst creature.  Thinking this is great on that basis would be what the Limited Resources folks would call best case mentality.  In other words, don't. 
Spined Wurm is just as good as it was in M10.
Sylvan Ranger  This is a smaller, cheaper, faster Borderland Ranger.  It gets you a land turn two, which can be critical, and it still leaves a body behind to chump kill the Sacred Wolf.  It is a very good card.  I was quite pleased to play two.   
Wall of Vines:  meh.  Giving Wall of Wood reach does not make it playable.
Yavimaya WurmCraw Wurm was borderline playable, but it's biggest problem was that it kept getting blocked by little regenerators or chump blockers.  Yavimaya Wurm has trample.  Problem solved.  This is highly playable, if you are in green.

The lands and artifacts were interesting.  The new Maze of Ith - Mysterious Maze - never worked for me.  It just plain cost too much mana to use.  I played it, but I kept siding it out for a colored mana when I sided in cards like Pyroclasm.  Terramorphic Expanse, OTOH, is everything it was in M10 - namely great color fixing.   

Stone Golem is a 4/4 for five mana with no drawback.  It is solid in any deck that needs a fattie.  I was playing green, but I occasionally sided it in.  It is a very fair card, but it was what was needed at times.

From the above, it should be pretty clear what I ended up playing.  I had green fatties and mana fixing, and blue card draw, fatties and card draw.  UG was pretty obvious.  I also wanted to try the Maze, which puts some stress on the colored mana.  However, with two Dryads and the Terramorphic Expanse, I figured I could splash one color.  Splashing red, for Lightning Bolt, seemed like the best option.   

The decklist generator is tide to autocard, so that does not work well, either.

Prerelease pool #1:  The Fat Farm
 
Creatures
2 Cloud Elemental
1 Acidic Slime
1 Llanowar Elves
1 Spined Wurm
2 Aether Adept
1 Augury Owl
1 Harbor Serpent
1 Scroll Thief
1 Stormtide Leviathan
1 Water Servant
1 Gaea’s Revenge
1 Sacred Wolf
2 Sylvan Ranger
1 Yavimaya Wurm 
16 cards

Other Spells 
1 Foresee
2 Jace’s Ingenuity
1 Preordain
2 Giant Growth
1 Lightning Bolt 

7 cards
 

Lands
7 Island
7 Forest
1 Mysterious Maze
1 Terramorphic Expanse
1 Mountain
17 cards

 

Sideboard
2 Cancel
1 Flashfreeze
1 Giant Spider
1 Pyroclasm
5 cards
 
Foresee

 

The Sacred Wolf was useless, and got sided out a lot.  Stormtide Leviathan hit play exactly once - even with all the land fetching and card draw, it is just too expensive.  I didn't play all the card draw, and maybe I should have played the other Foresee.  However, I had plenty of threats without it.

Harbor Serpent was surprisingly good, even against decks that did not run Islands.  If blue is one of your major colors, the Serpent will be able to attack fairly soon, in any case and it is a serious blocker in the meantime.  Recommended. 

I only managed to go 2-2 with this deck.  I lost one match to a player with Royal Assassin and double Blinding Mage - and (Gravediggers).   One of the worst problems was that he also had Whispersilk Cloak, which is pretty good in this format.  The Cloaks lets the big monsters connect, and it also protected his Assassin from my removal.  I sided in the Pyroclasm, a Mountain and one Maniac Vandal for the Cloak, but I could not dodge his removal suite twice.  I lost it 2-1.

My wins were fairly easy.  My creatures are fast, fat and somewhat evasive, and I have a lot of card draw and bounce.  

My other loss was to a player than had doubles: two copies of Lightning Bolt, two copies of Mind Control and two copies of Fireball.  My creatures swung for lethal in all three games - just sometimes they were swinging on his team.

This format has a lot of fat, and Mind Control is even better now then it was in M10.

The Second Prerelease Pool

Here's my sealed pool from the second event.   Look it over, and see what you would have done.  This one almost builds itself.   (Note - if I linked the card above, I'm not linking it again.  Look in the first card pool for links to cards you don't recognize.  Thanks.)

White
1 Goldenglow Moth
2 Infantry Veteran
2 Pacifism
1 Palace Guard
1 Roc Egg
1 Serra Angel
1 Siege Mastodon
1 Solemn Offering
1 Squadron Hawk
1 Stormfront Pegasus

Blue
1 Aether Adept
1 Air Servant
1 Alluring Siren
1 Augury Owl
2 Azure Drake
1 Cancel
2 Cloud Elemental
1 Conundrum Sphynx
1 Diminish
1 Jace’s Ingenuity
1 Mana Leak
2 Maritime Guard
1 Merfolk Sovereign
1 Merfolk Spy
1 Phantom Beast

Black
1 Assassinate
1
Barony Vampire
1 Bl
ood Tithe
1 Child of Night
1 Disentomb
1 Gravedigger
1 Mind Rot
2 Necrotic Plague
1
Reassembling Skeleton
1 Relentless Rats
1 Rotting Legion
1 Sign in Blood
2
Viscera Seer
1 Unholy Strength

Red
1 Act of Treason
1 Arc Runner
1 Bloodcrazed Goblin
1 Canyon Minotaur
1 Chandra’s Outrage
1 Combust
1 Demolish
1 Earth Servant
1 Fireball
1 Fling
1 Lava Axe
1 Manic Vandal
2 Thunder Strike
1 Volcanic Strength
1 Vulshok Berserker
Green
1 Autumn’s Veil
1 Back to Nature
1 Brindle Boar
1 Cultivate
1 Dryad’s Favor
1 Duskdale Wurm
1 Garruk’s Packleader
1 Hunter’s Feast
1 (Nature’s Spiral)
1 Primal Cocoon
1 Primeval Titan  YAY $$$!
1 Prized Unicorn
1 Runeclaw Bear
1 Spined Wurm
1 Sylvan Ranger
1 Wall of Vines
1 Yavimaya Wurm

Lands and Artifacts

1 Drowned Catacomb

1 Gargoyle Sentinel

1 Temple Bell

1 Whispersilk Cloak

Here's what I did with this pool.   It's  all about fliers.  Evasion is still fine in this format. 

Prerelease pool #2:  The Flying Circus 
 

 

Creatures
2 Azure Drake
1 Aether Adept
1 Air Servant
1 Augury Owl
1 Conundrum Sphynx
2 Cloud Elemental
2 Infantry Veteran
1 Phantom Beast
1 Roc Egg
1 Serra Angel
1 Stormfront Pegasus 
14 cards

Other Spells
1 Cancel
1 Fireball
1 Gargoyle Sentinel
1 Jace’s Ingenuity
1 Mana Leak
2 Pacifism
1 Diminish
1 Whispersilk Cloak 
9 cards
 
Lands
3 Mountain
7 Plains
7 Island
17 cards

 
whispersilk cloak

I could have had a fairly sweet green deck.  However, fast fliers always beat green fat, unless green fat is really, really lucky.  Sure, I would have enjoyed playing the Primeval Titan, but I can do that in constructed.  Fat is impressive.  Fliers win games.   

Here are some notable cards that helped this deck go 3-1 (and the one loss came against double Baneslayer, and a misplay on my part.) 

Infantry Veteran will be much better early on.  It pumps attackers for free - and until people get used to it, they make stupid blocks. 

Roc Egg:  is a 0/3 wall that becomes a 3/3 flier.  Watch out for this with sacrifice outlets.  I walked into a surprise block because my opponent had this and Fling - dealing no damage but creating an instant 3/3 blocker for my Cloud Elemental.  It is also brutal with Bloodthrone Vampire, the 1/1 from Rise which is also in this set.

Chandra’s Outrage is a really good removal spell.  The only reason I'm not running it is that it has double red in the casting cost.  I like the fact that Wizards made the best removal spells for various colors non-splashable.  Chandra's Outrage, Corrupt, Aether Adept, etc..

Whispersilk Cloak is nuts.  The format has a fair number of removal spells, and some decent blockers.  The Cloak protects your specialty dudes (like Blinding Mage) and let's your beaters connect.  Really, really good. 

Diminish:  This is a one mana blue removal spell.  It makes the best creature into a 1/1 that dies to Grizzly Bears.  Play it after attakers are declared, but be careful.  It does not remove abililties, so if you Diminish a Baneslayer Angel, Baneslayer is still flying.  This is not Humble.   

Air Servant:  this is one sick 4/3 flier.  It taps an endless number of creatures.  The tap ability is 2U: tap flier - it does not require the Air Servant to tap.  More importantly, you can use it multiple times, if you have the mana.  Insane.

Serra Angel:  not Baneslayer, but pretty sweet in this format.  There are a lot of 2/2, 2/3  and 3/2 fliers, but few that can tangle with a 4/4.

Conundrum Sphinx:  Once in a while, you can call the card correctly, and you get a benefit.  Most of the time, you can't.  So what - it is a 4/4 flier!  It beats.  However, I have to tell the story of how this card stole game three for me. 

It was late game.  My opponent had a sick removal / counter suite, and had killed almost all my fliers.  I was at 4 life, and he had four 2/x fliers left in play.  I had nothing but Conundrum Spinx, wearing Whispersilk Cloak, and lands.  He was at 8 life, and I was dead on the baord.  I needed to buy a turn, but I had already used my Fireball.

I played Augury Owl, grinned as I stacked a card on top of my deck and declared Conundrum Sphinx as an attacker.   

Me:  Sphinx trigger naming "Baneslayer" 

Him:  No Way!  You have got to be f**ing kidding.

Me:  Baneslayer Angel.  Got a counterspell?

Him:  You lucksack.  -  and he scooped.

If you haven't got it yet, look at my decklist again.  It's a 100% Baneslayer free zone. 

Nothing says you have to name a card that is actually in your deck.

Enjoy the release events.

PRJ

"one million words" online

9 Comments

Wow that is pretty awesome. by Calavera at Mon, 08/02/2010 - 10:07
Calavera's picture

Wow that is pretty awesome. Reminds me of two of my favorite psych outs... Andy Wulf dead on the board playing white weenie rubs his two cards together and says "scars of the veteran is sooo good" and his opponent scoops. Scars of the veteran is not good in constructed and wasn't in his deck :) And one of my favorites because it involves me... I was playing rochester draft so everyone knows every single card in your deck... I built my deck next to my friend and the whole time I'm telling him... "man this deck would be perfect if I had a remedy" well we get to the finals and he has gallowbraid or one of the other upkeep guys... all my critters are tapped and I and am at 2 life or something. he just needs to attack and I die... but he would die on the counterattack.. I jsut start singing the remedy and he spends like 5 minutes deciding whether to attack or not.. he fails to call my bluff and keeps his dude back. then he can't pay the upkeep and I live. Yeah for bluffing! :)

nice by rayjinn at Mon, 08/02/2010 - 12:01
rayjinn's picture

i remember doing that with cursed scroll, end of turn 1 card in hand, activate scroll, naming fireblast.

opponent scoops

Niiice. Pete pulled a Mike by Odindusk at Mon, 08/02/2010 - 14:25
Odindusk's picture

Niiice. Pete pulled a Mike Long.

From one judge to another... by Jenesis at Mon, 08/02/2010 - 20:33
Jenesis's picture

Sweet bluff. Sadly the blue in my sealed pools wasn't good enough at either the Pre or the Release.

Air Servant seems somewhat similar to Zendikar's Merfolk Seastalkers - it has evasion and ties up multiple of their guys so yours can bash through, the difference being Air Servant beats a lot harder but can't deal with fat/removal quite as well.

Comparing Gaea's Revenge and Stormtide, can we say 7 mana is the upper maximum of high pickability in this format?

Any interesting stories from the event in which you went "undefeated"? I can't be the only one who experienced Crystal Ball + Diminish + Skies mirror hell...

I don't think I understand by StealthBadger at Tue, 08/03/2010 - 09:12
StealthBadger's picture

I don't think I understand your bluff. You're saying he scooped to you suggesting that baneslayer is on your deck without even seeing it, and without waiting to see if he topdecks an out on his turn? Seriously?

First, this was paper. by one million words at Tue, 08/03/2010 - 15:37
one million words's picture

First, this was paper. Paper plays differently.

Second, it was limited. We were through most of our decks. It is pretty easy to know what your chances of drawing an answer. Many decks have no answer to Baneslayer, and others have few, and he had played some already.

Third, I know the player, and he tends towards emotional reactions. I used that.

Bluffs work far more often than you might think. They consist of everything from sending a 1/1 into an untapped Blinding Mage to something like this. Sure, this was an extreme bluff, but I wouldn't bother telling the story if he had called me.

Finally, I am pretty good at bluffing. Ask the people I used to role-play with, or the ones in my campaigns over the years. I tell stories well. That's what good writers do. All a bluff is is a partly told story, where the listener beleives he knows how the story ends. He's wrong, but sellign the bluff is, basically, selling the story.

BTW, every time anyone wins with a bluff, someone responds with "how could he possibly fall for that?" Of course hindsight is 20/20, but the bluffs work nonetheless.

Basically people who trust by Paul Leicht at Tue, 08/03/2010 - 16:11
Paul Leicht's picture

Basically people who trust their opponents are asking to be hosed by the George Baxters and Mike Longs of the world. Not everyone has integrity and this is a very good lesson to be learned about gaming. Many people consider gaming beneath the need to consider ethics. Essentially it is war and all is fair in war. Or thats the thinking. While OTHERs believe the opposite. They have the myth of Honor and integrity and are ethical so believe others to be so as well. So the how could he fall for it seems rational enough without any emotions falling into place. Now the fact that he wouldn't want to play it out anyway strikes me as lazy more than anything. He figured he was beat and didn't to suffer through it.

You sir are full of awesome. by ShardFenix at Tue, 08/03/2010 - 16:51
ShardFenix's picture

You sir are full of awesome. That is one of the greatest bluffs I have ever heard.

stupid scoop by dishwater63 at Tue, 08/03/2010 - 12:56
dishwater63's picture
5

i agree with stealthbadger, the kid who scooped just because he ASSUMED you had a baneslayer is lazy and self-defeating. so what if you had one, he could have lived through it. i'm not gonna lie, i kinda hate how people quit so easily. it's like, if they don't have THE perfect opening hand so they can build their 3-card turbo death combo engine, then they concede. to me, that's half the fun of magic, pulling it off when the chips are down.