• League Play: Playing Inside Out in Pauper.   9 years 8 weeks ago

    I believe the main value of Gush returning Islands is for discarding to the "kill combo" with Tireless Tribe.

    I can only assume that since it is a 1-off it was meant as a hedge in the longer matches.
    Understandable to some extent given it could take awhile to actually have two Islands in play.
    At five mana you are better off on Mulldrifter.

    Keep in mind that the Hawks and Wilds will have you shuffling quite a bit and that Brainstorm makes it easier to force a Delver to flip.

    The synergies are there, it just isn't all that strong when you can be facing a turn two Angler or worse across the table.

    Though you do have some potential to match Infect nut draws with T1 Tribe into T2 Inside Out..

  • Writer Adept: Standard Pauper Review of Shadows over Innistrad, Part Three   9 years 8 weeks ago

    Thanks for the set review, gwyned. Based on your most recent blog post, I wish you a speedy recovery, too!

    Does green (and really, every other color, too) suffer from TOO MUCH removal available in Standard Pauper?

    In red, we have possible plays like Lightning Axe (5) + Fiery Temper (3) + Boulder Slavo (4), with numerous other direct damage spells. Go ahead and drop any three creatures of your choice by Turn 4; mono-red could kill 'em all.

    In black, we have Grasp of Darkness (-4/-4), Murderous Compulsion (destroy target tapped creature), and Bone Splinters (destroy target creature), Dead Weight (-2/-2), and exiling options like Oblivion Strike, along with deathtouch.

    In blue, we can return target creatures to their owner's hand, or tap 'em. Blue also hits opposing creatures' power, too. Tightening Coils is interesting for blue, for example.

    In white, we have a tap-dancing partner for blue, or other options like Pacifism, Angelic Purge, Gideon's Reproach, or Puncturing Light or Celestial Flare.

    The new metagame does not look friendly to creatures of any power or toughness. I suppose this set capitalizes on a graveyard-matters theme. With so much removal available in many colors, maybe trading creatures or spells makes delirium and spell mastery attractive options in a delve-free world. While aggressive decks may flourish until the metagame stabilizes, they need to have gas to survive through another possibly top-deck removal answer to a grinding finish. Lack of easy mana-fixing also suggests non-linear decks may need time to build critical mass.

    I offer three observations, based on your analysis:

    #1 Loam Dryad makes fantastic use of scion tokens. Essentially, Loam Dryad and Holdout Settlement allow 1/1 colorless scions (green and blue, I'm lookin' at you) to pop for TWO mana, and one of those mana will be a specific color.

    #2 Wicker Witch fuels delirium easier, since it counts as TWO card type matters. Its pilot hopes that a 3-power will do some trade-damage before serving in the graveyard for fungi stuff.

    #3 Watcher in the Web blocks, then gets a Touch of Moonglove. This play is quite possibly the funniest combat trick available in Standard, let alone Standard Pauper. Against tokens or any weenie rush, 8 x 2 = 16 damage...on defense...at common...wow!

    Do we have too much removal now, since we allow now-uncommon-but-once-printed-as-common (i.e.: Lightning Axe) in the Standard Pauper metagame? There is only one reasonably safe creature: Confider Strider (and go look at Rabid Bite, now) with hexproof. Glint and some other indestructible considerations require at least one other card, while the elemental has hexproof built-in. What do you think of the current removal in standard pauper, gwyned? Will we see creature-less decks, like "Izzetstrad" blue/red decks? What of lifegain options, too, with the non-prowess monk still kickin', Pulse of Murasa to fetch those traded creatures, and just Chaplain's Blessing?

    I always look forward to your set reviews, gwyned. I find myself having more questions than answers - even if we disagree about any given card's utility or metagame impact - because you really seem to care about the game and your writing shows it. These are exciting times! Please take care of yourself along the road to recovery!

  • League Play: Playing Inside Out in Pauper.   9 years 8 weeks ago

    >Mulldrifter I think I would rather have as gush, it adds three cards to hand over the 1 that mulldrifter adds.

    This reasoning is great in a brainstorm/fetches format, but in my mind, there just aren't nearly enough shuffle effects in pauper for those islands to reliably turn in to real cards, and there isn't any other way to use lands in hand for value.

    Have you had different results?

  • League Play: Playing Inside Out in Pauper.   9 years 8 weeks ago

    I think the grinding wins would come from Squadron Hawks.

    I wish it were my brew, a friend of mine pointed it out last November and I have been playing it since it then.

  • League Play: Playing Inside Out in Pauper.   9 years 8 weeks ago

    So you aren't expecting corner case games where grinding a win with Mulldrifter will happen then? It doesn't give you 1 card replacement but 2 if you consider having him out and flying over your opponent's dudes worth while, or perhaps not letting the enemy hawks get through. And he does not put you behind on land development. Not saying that's always a problem but honestly without a good reason to want islands in hand (land destruction, discard outlet, etc) I would rather have the mulldrifters.

    So is this not your own brew? Or is it something you regret now and will change soon?

  • League Play: Playing Inside Out in Pauper.   9 years 8 weeks ago

    Yeah there are too many one ofs in the deck for my liking. The mulldrifter the gush, the blessing all feel super weird.

    I like the bodyguard over the blessing, would probably go to a fourth there because it's good as fodder for the mono black matchup.

    Mulldrifter I think I would rather have as gush, it adds three cards to hand over the 1 that mulldrifter adds.

  • Diaries of the Apocalypse: Tribal Week 275   9 years 9 weeks ago

    How it is done matters.

  • Diaries of the Apocalypse: Tribal Week 275   9 years 9 weeks ago

    Rebels are the Rebel searchers though, and that isn't going to be a featured mechanic when Wizards wants to reduce shuffling in general. I say this even as Rebels are one of my favorite tribes, and I think they might be Modern viable (though it would have been much easier if the format was Masques-on, like "Extended Plus" was.

  • Diaries of the Apocalypse: Tribal Week 275   9 years 9 weeks ago

    "I don't know that Rebel will ever come back, though. Last time we saw them, it was Time Spiral block and only as a reprise of Masques and Onslaught. But we're bound to come back to Dominaria at some point, right?"

    They brought back Allies and Slivers which are far more linear. Why not Rebels? It is merely a question of how, not when.

  • Diaries of the Apocalypse: Tribal Week 275   9 years 9 weeks ago

    I purposely let readers figure out the "not simple" part of your deck, while putting the Soulfire Grand Master picture out there. :)

  • Diaries of the Apocalypse: Tribal Week 275   9 years 9 weeks ago

    Yeah, several players followed Robin's example. 62 is the new 60.

  • Diaries of the Apocalypse: Tribal Week 275   9 years 9 weeks ago

    Wow, nice list, AJ. Belated congrats! Lifegain was likely a good meta call, and obviously the list is more robust than simply that categorization.

  • Diaries of the Apocalypse: Tribal Week 275   9 years 9 weeks ago

    Nope, it has 62 cards in it. Something Robin88 pioneered: The limiting factor being the percentage of creatures, it allows for more utility.

  • Diaries of the Apocalypse: Tribal Week 275   9 years 9 weeks ago

    Is there a typo in AJ'S deck, it has 62 cards in it.

  • Diaries of the Apocalypse: Tribal Week 275   9 years 9 weeks ago

    It amuses me that there were two Orim's Chant aggro-combo decks in the top four, using different combos.

  • State of the Program for April 15th 2016   9 years 9 weeks ago

    Your decks stay in the same folder.
    There is a yellow caution triangle tell you it's not legal for its current folder.

  • League Play: Playing Inside Out in Pauper.   9 years 9 weeks ago

    Looks like a fun if tricky deck. I am curious why only one mulldrifter? It seems like a card that helps refill the hand for 3 mana would be 4x of. Particularly if later in the game it actually flies and stuff.

  • When Should I? In an Instant   9 years 9 weeks ago

    Good point Gio

  • Diaries of the Apocalypse: Tribal Week 274   9 years 9 weeks ago

    I think you're right, I'll announce it tomorrow.

  • When Should I? In an Instant   9 years 9 weeks ago

    For a short term, simplified way to look at it, a creature with Prowess means that all of your other instant spells ALSO have the extra considerations that you discussed regarding pump spells. It's not perfect, but it provides some way for players to think it through.

  • Modern Musings - Vision of the Meek   9 years 9 weeks ago

    It's cool I can be a bit over-dramatic at times myself. But what I meant is still pretty much that its in the theory stage, all ideas should be on the table until proven bad and without disdain. Because that's how we come up with new ideas. I do think TTITI is sub par because of its clause but on the other hand it is a potential threat in any format, Vintage maybe even more than any other, with Standard being less so because of the limitations of the pool. But you might not need a huge threat out of something that incrementally wins the game over time. I think TTITI is will be that kind of card and I consider it on par with any titan standard has seen except maybe Prime Time.

  • Modern Musings - Vision of the Meek   9 years 9 weeks ago

    No negative tone was meant, sorry if it came across that way. Text is a particularly bad medium for subtleties.

  • When Should I? In an Instant   9 years 9 weeks ago

    You are most correct. Honestly Prowess creatures totally slipped my mind. Maybe the mechanic is too new for me to think back on. I may have been able to do 2 or 3 articles on this. I just figured I would do some basics and hope to be helpful :)

  • Writer Adept: Standard Pauper Review of Shadows over Innistrad, Part Two   9 years 9 weeks ago

    Today, Eric Froehlich wrote about Fiery Temper. Specifically, he acknowledged,

    "Fiery Temper can kill lots of creatures and planeswalkers in the format, which is a pretty sweet deal for a single mana."

    Understand how he includes planeswalkers, which suggests he speaks to the current Standard format in general.

    With the new inclusions of upshifted common-now-uncommon-but-gets-included-as-a-common-spell-anyway-because-we-lost-the-Standard-Pauper-filter cards, I wonder:

    Do we have too much targeted removal in Standard Pauper (sic) as currently constituted? Do we need to continue with the upshifted rarity cards, like Lightning Axe and Grasp of Darkness? What creatures would be safe, outside of Conifer Strider (the only hexpoof critter in Standard Pauper, aside from Glint tricks)? We have enough token-creature hate with Boiling Earth, Twin Bolt and Dual Shot (among others). We have Lightning Axe for 5 creature damage. We have Grasp of Darkness. We even have combat tricks and a LOT of possible tapping effects. Like tapped effects, there are a lot of spells that will halt creatures regardless of overall toughness, like Puncturing Light, Angelic Purge, Containment Membrane, and maybe Rabid Bite (but we admit green rarely has targeted hard removal spells, but this is a good one-sided fight spell).

    Is our Standard Pauper metagame positioning itself to host creatureless decks as a viable, non-rogue adaptation to the influx of targeted removal spells? Seriously, bemoan whatever 1/1 creature I want to play, and I'll laugh at your 10/10 without hexproof, that gets tapped, exiled, or enchanted. Toughness doesn't seem to matter (and if it does, Shape the Sands will see more play). Am I right?

  • When Should I? In an Instant   9 years 9 weeks ago

    Excellent breakdown. There are also edge cases where casting an instant spell to gain incremental advantages from permanents in play is a valid reason, such as pumping prowess creatures or draws for lorescale Coatl style effects.