• State of the Program - August 1st 2008   16 years 40 weeks ago

    Hammy... last week I made the suggestion about helping us sort through old/new info.  Thanks for the fix.  It is simple, but good enough for me.  However, next week... would you mind making sure all the new info appears at the top of each section?  Go from white at top to darker at the bottom like you did in the discussion items section.  Have a nice chicken dinner!

  • SSS Draft With Trumpetman #3   16 years 40 weeks ago

    Thanks for pointing that out.  When the situation happened I was seeing it as a decision I made rather than a mistake.  I do believe you are correct that I was on the attack there and should have kept pressure up.  In regards to your question of when to hold back there's usually only one situation where its correct.  When you are racing but are a bit ahead on the board, and can push lethal through with evasion it is best to hold back enough even if it take s a turn or two more to kill the opponent because if they screw up your combat math with a trick you will lose.  I think you helped both of us by bringing this forward. Thanks and keep posting!

  • State of the Program - August 1st 2008   16 years 40 weeks ago

    Weird, it must have gotten lost in one of my updates.  I've added the chart back in that shows it (and essentially the Swans deck).  The chart shows the largest gains by percentage (meaning that it's easier for a cheap card to make the top of it, assuming it gains more.  Think of it like penny stocks in the stock market).  The largest ever gain was Spinerock Knoll when knollstorm took off, but this is a pretty good competitior for single week growth as a whole.

  • State of the Program - August 1st 2008   16 years 40 weeks ago

    what about "Imp's Mischief"? Can't see it in your price guide

  • State of the Program - August 1st 2008   16 years 40 weeks ago

    grrr i wish i had bought the swan deck when everything but mana was like .5 apiece

  • SSS Draft With Trumpetman #3   16 years 41 weeks ago

    Maybe I just don't understand the strategy behind this, but I didn't understand why you held back because you were afraid of something he might or might not of had based on the colors he is playing.  Playing the turn you hold back is no different than playing it a turn or more later, especially in limited format.  The only way I could see this being useful is if you can get creature advantage and swarm, but that kind of tactic is built into a deck, and rarely comes to this in limited.

    I'm not criticizing here, I'm just failing to understand it.  Playing not to lose is a good bet that you will lose, at least in my experience.  Then again, I lose alot, so maybe I'm not the best at understanding this strategy and I am missing something.  I just don't agree that holding back helps when it gives your opponent more turns to consolidate his board.  I can't think of any opponent who doesn't hold land in hand with land untapped to make their opponent do just that, be overly cautious and give few more turns of life.

    My two mana.

    I do really like these write ups, I learn about some cards I always make a mistake of drafting when other cards would be far better.  Thanks. 

  • SSS Draft With Trumpetman #3   16 years 41 weeks ago

    hi & ty for the great walk through.

    sorry that you got crushed on R2, the deck really had potential.

     

    i know, it'll take some time to crop the screen shots, but showing only the cards would decrease the size of the download dramatically.

    in addition, you could sort the deck by cc to make the curve more visible. and here i'd like again the figure cropped and this time the size could be a bit bigger in order to have the cards easily rexognized :-)

     

    keep up the good work & GL in next draft

    t0v 

  • The Highlight Reel: Austrailia Nationals   16 years 41 weeks ago

    Some neat decks this time around.  I like the B/R Tokens and the Swans combo showing its teeth.  Look for more increases in the prices of that deck this week as well!  :)

    Great coverage, as usual! 

  • Drafting the Reaper King Archetype   16 years 41 weeks ago

    "I cannot count the number of times people have attacked with something enchanted with Steel of the Godhead or Shield of the Oversoul when I have a blocker and an active Scutts. People just forget that a Thistledown Duo with Shield of the Oversoul is going to be both blocked and killed by a Sootwalker once I turn the Duo green.   You would think that people would figure that out, but far too often, they just don’t. Then they lose."

    I believe if you block an indestructible 3/3 Thistledown Duo with your Sootwalkers, not only will it not be killed, but I also feel you would be the only one to 'just lose' in that scenario. With Shield of the Oversoul, a better color choice might be red, or black, or maybe even blue. As for Aethertow being one of the top commons, I would have to disagree. After a few weeks, everyone came to expect it when their WU opponent left 4 open, epecially if they kept a couple dudes back, which made it a very easy trick to play around, while Barkshell blessing, which only costs one, is difficult to play around, even if you know it's coming, which is often not the case. Just my two cents.

  • Drafting the Reaper King Archetype   16 years 41 weeks ago

    I have drafted a LOT of Shadowmoor.  Porbably more than anyone I actually know, and this is the first article I've read on RK.  Strangely I've seen about a total of three RK's in about the 150+ SSS drafts I've done (holy shit that's a lot I know).  I like the ideas presented here, but have trouble seeing how the King 1: ever tbales, as it seems solid enough and 2: how you can rate Scuttlemutt a 3rd pick.  I do a lot of 8-4's so this may be different in 4-3-2-2, but over the past month or two on MODO, people have realized just how good Scuttlemutt really is.  Yes, I would love to see a Scuttlemutt 3rd pick, but all too often I find myself 1st picking him (obviously a weak pack).  If that's the case, then building an entiire archetype around him seems near impossible.  Another point I want to make is in your top common slot list.  I agree with some of it, however, I think you rate Aethertow far too highly, and Glamer Spinners just trumps it.  I can't really ever seeing picking Aethertow over a Steel either, unless you have very few UW dudes, and in that case Aethertow probably isn't the right pick anyways.  To reply to someone else's comment on Power of Fire: it's not what it's cracked up to be.  Power of Fire used to be my #1 common slot, but the problem with the card is that it is an archetype card.  In fact, its not even really a red card.  It's a Pili-Pala card/ Silkbind Faerie card.  Unless you are already going the route of the combo deck, Power of Fire just isn't as good as other commons in my oppinion.  I'd happily pick Burn Trail over it if I was heavy red, and most the time Silkbind Faerie is a better pick (and I think is my new #1 common).  My final rant is on Barkshell Blessing.  This card is not Tier 2.  It is easily Tier 1.  The card has a value of diminishing returns for those of you economists out there.  For the rest of you, that means the first one has infinite value and it goes down from there.  Early in a draft, I've had to face the issue of picking Blessing or W Cohort, as both are complete houses.  I've come to the conclusion that Blessing is correct here.  As the draft moves toward pack 3 however, and I see the print run again I switch my pick over to Ballyknock Cohort to flesh out the curve.  Any card that can beat out a W Cohort on my list has to be a top notch common, and I pick Blessing very highly.  Alright I think that about concludes this post check out my article comming out within the next few days!

  • Drafting the Reaper King Archetype   16 years 41 weeks ago

    In your example pack the clear pick is Glamer Spinners.  Have you played with the card its nuts!  It also answers auras which is why I assumed you were talking about it in the example....

    You also seem to really overrate Aethertow in general as it seems like its your #1in a list THAT DOESN"T HAVE POWER OF FIRE?

  • Drafting the Reaper King Archetype   16 years 41 weeks ago

    What you're not seeing is the 'Other scarecrows you control get +1/+1' clause. Whilst not in the same class as the lieges, a 6- or 7-mana 6/6 which pumps a good number of your creatures can be worth it.

     Reaper King will never cost 10 in a draft deck. A 2-color deck with a splash color or a Scuttlemutt takes him to 7, which is a decent price for that size and ability set. If you've already played your Scarecrows, they still benefit. If not, there's the opportunity to vindicate. If you have space for a fatty, the card is largely upside.

  • Drafting the Reaper King Archetype   16 years 41 weeks ago

    With a 2 or 3 color deck and a Scuttlemutt, reaper King costs 5 or 6 - a fine cost for a finisher.  He pumps Scutts, and the vindicate is nice if it happens.  The point is that he is a nice alternative win condition in a decent deck, not that he is a deck in himself. 

  • PDC Weekly - July 24th, 2008   16 years 41 weeks ago

    Great information here, thank you for all the work behind the scenes on this!  This is a good amount of exposure and publicity for the format and really helps develop a metagame for the respective formats.

  • Drafting the Reaper King Archetype   16 years 41 weeks ago

    OK, maybe I'm dense (it's certainly a possibility considering how poorly I do at drafts), but I don't really see anything about a Reaper King strategy in here......

    Heck, the decks you've listed would have to jump through some major hoops to even have a chance at coming up with all 5 colors of mana.  And if you're seriously talking about hard casting him for 10, I'd think there are much better things to be doing with your mana.

    By the time you could get RK out, the game will already be over or else you've long since dropped all your scarecrows and he won't be doing anything other than being a very overcosted fattie.

    It seems to me that the decks you've listed would be just fine, or actually even better, with something other than RK in them.  At which point, what was the purpose of putting him in there or calling it an RK strategy?

    Am I just not seeing it or what??????

     

  • Drafting the Reaper King Archetype   16 years 41 weeks ago

    I assume you mean Last Breath, but I would pick Inquister's Snare over it (why can't it kill a Silkbind Faerie tho?) It's a removel spell vs over 60 % of the field (over since you are playing white which should lower the amount of other white players) and a (pretty bad) combat trick vs the rest. It's proberly about on pair with Consign to dreams vs it's favored enemies (perhaps a bit better - I would prefer to redraw most of my large RG creatures then having them destroyed), it's cheaper but it's worse vs it's none favored enemies (while you would keep Consign in vs UW and BU you wouldn't do so with Snare)

  • Shadowmoor Draft Twelve   16 years 41 weeks ago

    I think you are right.  I have been bashing him a bit, but my opinion has changed a bit since I have been talking to a few people.  I will be more open to that option in the future for sure.

  • Shadowmoor Draft Twelve   16 years 41 weeks ago

    I definetly think you are progressing as a drafter as I agree with most of your picks.  The Consign is much worse than the U cohort as I think it is one of the best two drops in the format, but thats ok since it didnt go anywhere anyways.  I don't like the Tatterkite pick.  That pick was close to the Crabapple Cohort and the Mercy Killing as I think both are stronger than Tatterkite in that draft.  I think you undervalue Crabapple Cohort, and after commenting on the "amazing Old Ghastbark" I don't understand how you couldn't like the Cohort.  Old Ghastbark is not very good IMO, but is certainly much worse than G Cohort.  Although its close, I think the Mercy Killing would've been my pick from that pack as it deals with annoying utility creatures like Mistmeadow Witch and Silkbind Faerie, and can serve dual purpose if you need to squeeze the last few points of damage by popping one of your own guys.

  • State of the Program - July 25th 2008   16 years 41 weeks ago

    Whatever you did, the scrolling problem finally got fixed.  Maybe I'll start reading this article series more than once a month now that I don't have to scroll back and forth.

    Good job. 

  • PDC Weekly - July 24th, 2008   16 years 41 weeks ago

    i enjoyed this article very much.  I told you guys look out for the Fae:P see you guys in the next PDC

  • PDC Eventide Review   16 years 41 weeks ago

    I think everyone is just seeing, "Oh, potential Brainstorm material!" to replace late game lands with less dead cards.  The mana cost being a steep 2U to cantrip is what prohibits Oona's Grace from seeing a slot in all the decks mentioned.  Cantripping for 2U is still expensive, especially when Fathom Seer already fills your hand by giving you +4 cards in hand and simultaneously depleting your mana.  You will most likely replay the lands that you just returned with the Seer.  Though the more I think about it, the more potential I see in Oona's Grace.  I just don't expect to be blown away by it's ability.

     Having played in nearly every MPDC since last season, I have seen Amrou Scouts played from the board once.  Other than playing them myself, I have also only seen Infiltrators played once as well.  I have never ever seen Skirk Shaman.  However, being more a more senior player than I, I will default to your judgement that they have been played competitively before and as a result, may find a home in some fish type decks.

    Sitting at the top of the curve for a red deck, Puncture Blast would have to be an astounding beater akin to Gathan Raiders, Inner-Flame Acolyte, or Giant Baiting to make it.  Given that Hot-Headed Giant is more likely to take up a slot in RDW, I sincerely doubt that Puncture Blast will make the cut.  As you said, in most other decks, Skred will be the better card.

     Flame Jab is not comparable to Seismic Assault since it does half the damage and at sorcery speed instead of instant speed.  If Flame Jab were either 2 damage or instant speed, I would rate it higher.  At the moment, its uses are so limited, I think most people will find it underwhelming.

  • State of the Program - July 25th 2008   16 years 41 weeks ago

    not the sharpest tool in the shed now are we?

  • State of the Program - July 25th 2008   16 years 41 weeks ago

    My editorial section was meant for one thing and one thing alone: to serve as a guide for players and posters to report problems.  If someone has a problem with me I hope they're reporting me as well, because I am in no way above or beyond any of the rules we all agree to follow, both in game and on the WotC boards (and here as well).

    The reason I wrote it is because I get asked about it pretty frequently.  And when I notice a pattern of questions from users/players/posters I try to make a point of doing something that can help them and others with the same question.

    Anyone who wants to discuss my actions or recommendations personally can PM  me either on the WotC boards or in the game to discuss.  It's possible that there will be nothing additional I can offer besides the obvious answers, but even so, I do appreciate anyone who wants to comment on what I've done.

     

    ------------------------------------------------------------------------------------

     

    As for the article itself, I will start making a new and old business section for discussion topics as well as V3 information in hopes of making it a bit easier for people to parse at a glance.  Interviews would be great, but it seems to be getting harder and harder to get interviews from staffers lately.  I wonder what's keeping them so busy... ;)

    As always though, this article is primarily for the players and meant to serve them and what they want to know.  If there's something that can benefit the players I'm completely for adding it in if it fits the article.  

    ~Erik 

  • PDC Eventide Review   16 years 41 weeks ago

    Oona's Grace should see play in any deck that runs Fathom Seer.  The combination of the two is especially powerful.  I could also see this played in Storm Control as you mentioned, or Faerie Teachings, Mono-blue or Use Your Illusions, possibly Burnt Nemo.  If any card deserves a 4/5, it's this one.

    Noggle Bandit is the first time Phantom Warrior has been printed at common.  It is much superior to Amrou Scouts and Skirk Shaman which both have seen play, and of course Infiltrator il-Kor is quite popular in Blinkdrifter and Fish type decks.

    Puncture blast should take the place of skred from the get-go in many red decks.  Yes, skred is much cheaper and kills larger things, but it doesn't hit the face, which is why skred doesn't always see play in red decks now.

    How is it bad to trade your mountain for their creature?  Is seismic assault bad?  Yeah, Flame Jab is no seismic assault, but it doesn't cost triple red either.

  • State of the Program - July 25th 2008   16 years 41 weeks ago

    I also enjoy this article series, but don't like searching for the new information, because I am lazy.  Perhaps if the top portion was in Descending date order?  Maybe some sort of visual clue regarding the new information, like a change in font?  Content's great, but the layout could be improved.  Not that I'm complaining.  I happy to see it all on one page! :)

    Let's see, suggestions for new content...nudity?  No, probably not.  Not of hammy, anyway.  No offense.  Can't think of anything, really.  The content is spot on.