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PostPosted: Thu Dec 05, 2013 10:01 am 
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Hakeem928 wrote:
I don't think the issue is that Shadow runs more than 60 cards. The issue is that he claims adding cards to a deck can enhance its performance. In reality, he's just being results-oriented and remembering the flashy win he got because of Zombie Apocalypse (fictitious example) and failing to remember all the times where it did exactly nothing.

Either that or he's just irritating people for fun because he knows they'll take the bait rather than just ignore him.


Bad, bad example. I mentioned somewhere in another thread that Zombie Apocalypse is the one high mana card in DW that I'd never run.

I've teamed with around 10 of both members of the forum and forum lurkers(who refuse to post knowing they'll get the same treatment I do as they too, use larger decks) and they know I don't play foolhardy choices. When I make a large deck, I think it out carefully and don't add in cards just because they "once won" for me.

There's also a tendency of most of you to exaggerate my position by saying I support 100 card decks or whatever. No, the limit is 70 and I only run 1 deck at that number. I run about 5 at 64 cards, and the rest 60 on the dot. I'm going to bold that as people keep forgetting I typed it. However, if a player wants to run the huge ones, I'm not going to fault him and will advise him if asked.

There are a lot who will just call them a noob, mock the player and hurt the game itself by doing so.

I didn't count ours Neosilk as we only teamed a few times. However, for his first time ever in a 2hg match, he did himself proud using the much ridiculed(wrongly) Dragon Deck. In fact, he inspired me to improve my own and I'm now proud of it too.(Yes, it has to be one of the 60 cards as it has no draw. Really, would one black draw spell have been too much?)

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PostPosted: Thu Dec 05, 2013 10:09 am 
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How about this:

Shadow - why don't you pick one of your >60 card decks and post it here.
Then, we can each discuss what we would cut from the deck, trying to keep it in the same style that you use, and, you, or others, can do some testing and see how it works out?

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100% agree. It's been argued to death and I'm guilty of it more than any other. I'll continue to speak of trying larger decks, but in my own thread. Disagree if you like, but please let others post their own larger deck builds. Critique their card choices, not the deck size.


I don't think people are opposed to others posting large deck builds, but, if you are posting in the forum, you are opening yourself up to both advice and criticism, and, one of the main things people will suggest is trimming the deck.

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PostPosted: Thu Dec 05, 2013 10:09 am 
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Hakeem928 wrote:
I don't think the issue is that Shadow runs more than 60 cards. The issue is that he claims adding cards to a deck can enhance its performance. In reality, he's just being results-oriented and remembering the flashy win he got because of Zombie Apocalypse (fictitious example) and failing to remember all the times where it did exactly nothing.

Either that or he's just irritating people for fun because he knows they'll take the bait rather than just ignore him.



Thank you Hakeem, this is the exact argument I tried to make back on page one. (Not the original post, that was just a well placed period.)

I have run more than 60 cards, I will run more than 60 again in a deck or two when and if I feel like it. Shadowcran and anybody else is welcome to do so without me jumping up and down on their decklists, I know for a fact that a good player with 65 cards will still usually beat a bad player with 60.

I also know that a good player with 60 will probably beat that good (equally skilled) player with 65.

What gets me is when somebody goes presenting flawed information, such as a deck running better with 70 than 60, something entirely disproven by math, as fact.

Math isn't a theory, it's a scientific constant. Astronomers know exactly when certain comets will pass, comedians know the exact arrival time of a coconut laden swallow traveling at a specie speed I to specific headwinds down to the last second.

You can weigh a simple stone and calculate down to 100th of a se on when it wil hit the ground when dropped from a certain height, all of this, math can tell you and is unquestionable, irrefutable fact. Arguing that isn't is pointless. Run your massive decks, as long as you don't try to tell me it's somehow better and a science I believe in completely is wrong in the face of your homegrown theories, we will get on just fine.

If this makes me a math nazi, a highly racial slur by the way, then so be it. Least I have the comfort of knowing I'm right by a margin of 100%.

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PostPosted: Thu Dec 05, 2013 10:15 am 
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Shadowcran wrote:
There's also a tendency of most of you to exaggerate my position by saying I support 100 card decks or whatever. No, the limit is 70 and I only run 1 deck at that number. I run about 5 at 64 cards, and the rest 60 on the dot. I'm going to bold that as people keep forgetting I typed it. However, if a player wants to run the huge ones, I'm not going to fault him and will advise him if asked.


IMO - posting a deck here is asking for advice or discussion. Otherwise, why post a decklist?

Shadowcran wrote:
I didn't count ours Neosilk as we only teamed a few times. However, for his first time ever in a 2hg match, he did himself proud using the much ridiculed(wrongly) Dragon Deck. In fact, he inspired me to improve my own and I'm now proud of it too.(Yes, it has to be one of the 60 cards as it has no draw. Really, would one black draw spell have been too much?)


I, as many know, love the dragon deck. But, the ridicule is (IMO) not wrong. In 1v1 (which is my main format) it's a pretty weak deck. However, in FFA and 2HG, it's much better, as you get more time to ramp and drop big dragons.

Garren likes Slivers...I like dragons - I expect that many people have an underdog deck that they like!

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PostPosted: Thu Dec 05, 2013 10:30 am 
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NeoSilk wrote:
I, as many know, love the dragon deck... Garren likes Slivers


Now the real question is; which one of us is more deserving of ridicule for it? :)

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PostPosted: Thu Dec 05, 2013 10:37 am 
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I think we both need to have our heads checked...

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PostPosted: Thu Dec 05, 2013 10:38 am 
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Meh, both slivers and dragons are cool. They suck, let's not beat around the bush here...but they are fun and there is a unique appeal to both a give mind where every creature builds up every other, and giant dragons flying down from the mountains and destroying everything that even looks like a zombie/human/strange humanoid thing on a glider that looks like it shouldn't glide.

No ridicule needed, unless I see a Thalid hit the field.

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PostPosted: Thu Dec 05, 2013 11:29 am 
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miss_bun wrote:
You are certainly allowed to run more than the minimum number of cards if you want,

No disrespect, but I didn't read past this because this is where this entire argument ends.

Seriously, this is to EVERYONE.

Nothing more need be added to the subject. This line I quoted is literally End of Story as far as that discussion goes.


Alright captain arbitrator. This is not an argument about whether it is okay/legal to play more than 60 cards in a deck. It's clear to everyone that you're allowed to make your deck as bad as you want. The point was shadowcran was preaching completely wrong things as facts. Not only is this hurting himself, but will directly hurt any new player he goes about trying to "help".


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PostPosted: Thu Dec 05, 2013 11:34 am 
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Shadowcran wrote:
[
I'm serious. Make a GoL of at least 66 but no more than 70 cards and then play 2hg. I'm not saying this to be sarcastic, or obtuse or whatever, but for you to discover. Don't just throw cards in there though but put ones you want to play. At 70 cards, run 25 lands or, I promise you, you will get mana flooded. If you run 24, you'll get mana screwed. Yeah, that sounds weird, but it's true.

No, that is absolutely not true. If your mana curve is so messed up that you can't function with two or three lands, that's a deck building fault. Not a philosophical fault with 60 cards. And if it's not about your spells costing too much, it's just purely confirmation bias. You acknowledge the times it happens because it fits your agenda, but doesn't really show the whole story.
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Since it's 2hg, try to team with someone with a lot of creatures you can enchant. That means no Dodge and Burn and no Mana Maze. Go light on creatures. Run 4 x kor, 2 x mesa, 2 x Totem Hartebeast, Dawn Elemental, and whatever else you prefer. Run as many enchants as you can 5 and under mana, but none above. Run all tutors. Run Retether. Focus on enchanting your opponent's creatures, they won't mind, I assure you,lol. Don't run many more creatures but the ones you do, focus on quality chumps as that's what they'll basically be.

If you have a steady partner, have them run Hunter's Strength and make sure they know to put Sacred Wolves in. I'm sure they'll know to put predator ooze in but many do not see the advantages to hexproof creatures like the wolves. I once had a serious argument with mjack over this. I ask you, friend, how can anyone not see the advantages to hexproof creatures?

You will find you'll speed through a lot of draw. I've milled myself down to 7 cards at times. When you have to discard, discard an enchant you don't need atm. You'll be setting up a retether win if it occurs. If you win with retether, unless you're the host or partnered with the host, don't be surprised if they kick you out of the lobby. It's happened to me so many times I've digital footprints on my ass.

You will find, if opponents are quality, that they know how to handle enchant decks but do NOT know how to handle the enchantment flood that you will unleash on them. That reminds me, spread the wealth in regards to the enchants. don't go for one super creature. Yeah, occasionally you can sneak one in but it's best to plan for more than that.

Be careful with Angelic Destiny now. Halo Hunters are now a staple in Lords of Darkness decks due to the influx of angels.

A spell often ignored but invaluable is Divine Favor. No, it's not the 3 hp it brings but the huge boost to defense for a cheap cost. On an early turn 3 sacred wolf, it makes up for the 1 toughness deficiency. For a kor, it auto turns it into a 3/7.

Learn not to enchant the mesa and you'll be surprised how it gets ignored while it's cranking out draw after draw.

Turn off simplified targeting. One very simple protection is to put pariah on an opposing creature, make sure it's one directly across from you, and then putting indestructibility on it. also,if vs illusions that are unprotected, your low mana enchants like Divine Favor become doom blades.

Give it a shot.

Edit: One important thing. You'll get called a lot of names at times so have a thick skin. When they do call you names, do me a favor and stretch the match out until they rage quit. I've been called every name in the book and then some.

ANd get used to them chalking up your victories as "luck".

See, none of this tells me anything besides you play bad decks and have won, and think winning with this sub optimal decks proves you right. Flooding someone with "enchantments that cost 5 mana or less" just screams poor deck design. By the time you're able to drop your 2nd enchantment, against any sort of good deck, you should probably be dead or very close it.


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PostPosted: Thu Dec 05, 2013 12:02 pm 
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I think the title is a bit misleading. It should be titled "Reasons why you shouldn't run a deck over 60 cards." After all, as has been pointed out numerous times already, there's pretty much no good reason outside of "it is fun and I like it that way" that running over 60 cards is ever a good idea.

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PostPosted: Thu Dec 05, 2013 12:21 pm 
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tony3 wrote:
Alright captain arbitrator. This is not an argument about whether it is okay/legal to play more than 60 cards in a deck. It's clear to everyone that you're allowed to make your deck as bad as you want. The point was shadowcran was preaching completely wrong things as facts. Not only is this hurting himself, but will directly hurt any new player he goes about trying to "help".

Well, the internet ate my big post so sadly, I only have the tl;dr version:
Discussion will devolve into bad so why have it (again)?
And 70 card decks in Duels of the PLaneswalkers is an inconsequential concept in the grand scheme.
New Duels players are playing a $10-20 game with random people on the internet for no gain whatsoever, physical or virtual.
As for new Magic Players, Duels already hurts them enough as it is. 70 card decks isn't the hardest lesson they have ahead of them...


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PostPosted: Thu Dec 05, 2013 12:40 pm 
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tony3 wrote:
Alright captain arbitrator. This is not an argument about whether it is okay/legal to play more than 60 cards in a deck. It's clear to everyone that you're allowed to make your deck as bad as you want. The point was shadowcran was preaching completely wrong things as facts. Not only is this hurting himself, but will directly hurt any new player he goes about trying to "help".

Well, the internet ate my big post so sadly, I only have the tl;dr version:
Discussion will devolve into bad so why have it (again)?

As I said, you're allowed to stop reading and replying to this thread. If this is not a discussion you are interested in having, why are you here? Just because you're tired of arguing this doesn't mean you should go around and try to shut down every discussion on this subject.

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And 70 card decks in Duels of the PLaneswalkers is an inconsequential concept in the grand scheme.

Is anything consequential in the "grand scheme"?

Quote:
New Duels players are playing a $10-20 game with random people on the internet for no gain whatsoever, physical or virtual.
As for new Magic Players, Duels already hurts them enough as it is. 70 card decks isn't the hardest lesson they have ahead of them...

See, the only reason why I check this corner of the forums is because I was told DotP could actually be more than just noobs bashing at each other with 90 cards decks. You're doing a disservice to the DotP community's credibility by saying things like this. Just because there is no gain, physical or virtual doesn't mean you shouldn't try to win. Just because DotP has flaws doesn't mean it can't be used as a teaching tool. Learning to cut your deck down to 60 cards should be one of the first concept of deck construction any new player learns. It's an important rule that should not be marginalized.


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PostPosted: Thu Dec 05, 2013 1:00 pm 
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Filobel wrote:
I don't know exactly what your post board deck looked like, but we'll continue arguing the 65 cards deck for lack of better example. So we already know that this is equivalent to cutting one of your 12 ramp spells. Did you add lands to it or did you just add 5 threats as you seem to imply? In the latter case, this is equivalent to cutting two lands. In the former case, you added 2 lands and 3 threats to keep the same ratio. So either way, assuming we end with a 60 cards deck, we can start with a very obvious first round of cut to go down to 62: 2 lands and 1 ramp. How many tutors were you playing? Playing with 65 cards is probably the equivalent of cutting 1, more or less, so might as well just cut 1! Now, did you really need to add all those additional threats or could you just play more intelligently? Did you really get to a point in the game where you were like "crap, there is no threats left in my deck!"? If the actual situation was more "I can't seem to draw into my remaining threats"!, then again, 65 cards is the equivalent of cutting 1 of those threats (if not more), so might as well cut one threat and go down to 60.

There you go, a 60 cards deck that is equivalent in lands, threats, tutors and ramp to your 65 cards deck, except you are more likely to draw into the other support cards that may be left in your deck post board (tangle, all is dust, whatever.) and into your better tutors and threats.


That is exactly what happened ;)

My deck had maybe 20 cards left in G1, only one of them being a creature because my tutors found all of them beforehand and my opponent had a hand full of removal left. Just count the threats in an average Chant deck and compare them to the removal in LoD and you'll see. I didn't overcommit at any point, played around edicts where possible, etc.

Don't remember exactly how the deck looked like post board, I didn't have all the time in the world to sideboard. It was more or less +2 land, +2 ramp, +3-4 threats and taking out bad cards in the matchup like Tangle for additional threats.

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PostPosted: Thu Dec 05, 2013 1:37 pm 
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Filobel wrote:
As I said, you're allowed to stop reading and replying to this thread. If this is not a discussion you are interested in having, why are you here? Just because you're tired of arguing this doesn't mean you should go around and try to shut down every discussion on this subject.

Which I've done a total of once.

And again, I run 60-64 cards. It doesn't bother me either way what others run. You're not going to convince me that I'll enjoy the game more if I only run 60, he's not going to convince me that I'm going to enjoy the game more if I run 70.
What the discussion can bring about is lots of flaming and name-calling and accusations. if you're cool with that, or feel you have it in you to prevent it better than I, then cool, continue discussing.

Filobel wrote:
Quote:
And 70 card decks in Duels of the PLaneswalkers is an inconsequential concept in the grand scheme.

Is anything consequential in the "grand scheme"?

Compared to playing a 70 card deck in Duels? Well, winning in other games gets you a Trophy/Achievement at least...
Filobel wrote:
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New Duels players are playing a $10-20 game with random people on the internet for no gain whatsoever, physical or virtual.
As for new Magic Players, Duels already hurts them enough as it is. 70 card decks isn't the hardest lesson they have ahead of them...

See, the only reason why I check this corner of the forums is because I was told DotP could actually be more than just noobs bashing at each other with 90 cards decks. You're doing a disservice to the DotP community's credibility by saying things like this. Just because there is no gain, physical or virtual doesn't mean you shouldn't try to win. Just because DotP has flaws doesn't mean it can't be used as a teaching tool. Learning to cut your deck down to 60 cards should be one of the first concept of deck construction any new player learns. It's an important rule that should not be marginalized.

You misunderstand. If some random person on the internet reads this and then swears by 70 card decks for all his Duels playing... Oh well?
But if you have examples of people who have been thus corrupted, I'mma need names.

The point is, as you can plainly see, the people here in this DotP community already have their own opinions on whether 60 cards is better, or 70 cards, or somewhere in between. There ARE conversations involving deckbuilding and strategies and whatnot going on. They just aren't going on here....
I can confidently say you're not "saving" anyone here from a dismal fate of playing a 61 card deck. If a DotP (or Magic) community member is frustrated with not winning enough and they're running a 65-70+ card deck, then yeah, you can say "Well there's your problem..." and help them on their way.

Thing is though, honest question, do we have any evidence at all that Magic player quality is on the decline because of Shadowcran?


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PostPosted: Thu Dec 05, 2013 1:54 pm 
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I will say this for DotP as a training aid for IRL Magic:

Playing Duels regularly may not make you a better Constructed player, but I believe wholeheartedly that it will make you a better Limited player. Let me invite the band out to start tooting horns, but I'd say in the last 15 Limited Events I've played in (Draft/Sealed/Pre-Release Sealed) I've failed to top 4 twice (not top 8, top 4).

In Duels land, you become so accustomed to playing with and building decks with such nonsense cards that I believe it translates exceptionally well to the land of IRL Limited. There have been times where I've gone months between playing IRL (usually from one pre-release to the next) and Duels has kept me sharp...enough to flourish. (now, my success between hiatuses isn't ALL Duels as I usually read up on what's going on IRL even if I'm not actually playing...but Duels certainly doesn't hurt)

I think Duels helps more than hurts new Magic players...sure, once they make the jump, there are some creases to be ironed out...but Duels does a commendable job of bringing a new person up to speed, comfortably and at their own pace...while still remaining fun for "veterans". Now if only the wardens of this great product weren't such...you know what I'm going to say...

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PostPosted: Thu Dec 05, 2013 2:09 pm 
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NeoSilk wrote:
I, as many know, love the dragon deck... Garren likes Slivers


Now the real question is; which one of us is more deserving of ridicule for it? :)


The answer is neither of you. In fact, you both should be applauded for working hard on decks dismissed by others.

I feel bad that I dismissed slivers too long. Alphagaea's recent suggestion has renewed by interest in making it viable.

But you both make a good point. They aren't very good for 1 vs 1 play. However, they can shine in 2hg paired with the right decks.

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PostPosted: Thu Dec 05, 2013 2:29 pm 
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tony3 wrote:
miss_bun wrote:
You are certainly allowed to run more than the minimum number of cards if you want,

No disrespect, but I didn't read past this because this is where this entire argument ends.

Seriously, this is to EVERYONE.

Nothing more need be added to the subject. This line I quoted is literally End of Story as far as that discussion goes.


Alright captain arbitrator. This is not an argument about whether it is okay/legal to play more than 60 cards in a deck. It's clear to everyone that you're allowed to make your deck as bad as you want. The point was shadowcran was preaching completely wrong things as facts. Not only is this hurting himself, but will directly hurt any new player he goes about trying to "help".


First, he's trying to calm down an argument that, at least with me, was getting too heated. He shouldn't be mocked for this, but thanked. Thank you, Splattercat, although a bit late.

Second, apparently you think I'm a noob at around 2 or 300 wins. I've 2,750 wins according to my player status. Therefore, your entire assertion is flawed.

Third, You only read what would support your argument and ignored the rest. At least none of the others are guilty of that.

Fourth, you think I just threw in enchants to win. Just throwing them on creatures left and right with no rhyme or reason. Wrong, every move I make I consider what I'm doing. I also take the time and effort to think ahead when I include a spell.

Fifth, in regards to you comparing me to some noobish behavior. I'm one of maybe 3 players on steam who does not use the stop timer at all when playing Dodge and Burn or Mind Maze. My timing for counters doesn't need it. I know what to counter or what to let pass without having to take several more seconds to think about it. How can I do this? By knowing every deck backwards and forwards.

Many players take a look at my larger deck philosophy and dismiss it due to whatever math they use to justify their own thinking. Have any of them actually tried making a deck at larger amounts work? Sad to say the answer is no.

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PostPosted: Thu Dec 05, 2013 2:46 pm 
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I will say this for DotP as a training aid for IRL Magic:

Playing Duels regularly may not make you a better Constructed player, but I believe wholeheartedly that it will make you a better Limited player. Let me invite the band out to start tooting horns, but I'd say in the last 15 Limited Events I've played in (Draft/Sealed/Pre-Release Sealed) I've failed to top 4 twice (not top 8, top 4).

In Duels land, you become so accustomed to playing with and building decks with such nonsense cards that I believe it translates exceptionally well to the land of IRL Limited. There have been times where I've gone months between playing IRL (usually from one pre-release to the next) and Duels has kept me sharp...enough to flourish. (now, my success between hiatuses isn't ALL Duels as I usually read up on what's going on IRL even if I'm not actually playing...but Duels certainly doesn't hurt)

I think Duels helps more than hurts new Magic players...sure, once they make the jump, there are some creases to be ironed out...but Duels does a commendable job of bringing a new person up to speed, comfortably and at their own pace...while still remaining fun for "veterans". Now if only the wardens of this great product weren't such...you know what I'm going to say...


I agree with this. Just watching gameplays from pro's also helps to keep you up to date.

There is one minor thing that Duels teaches new players incorrectly, which is taking mulligans. There was a fairly new player I played against at a pre-release who took a mulligan and drew 7 cards. I pointed it out and asked if he played a lot of Duels and he said yes.

The Sealed mode also helps, so I hope there will be more of that in the future.

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PostPosted: Thu Dec 05, 2013 2:51 pm 
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I will say this for DotP as a training aid for IRL Magic:

Playing Duels regularly may not make you a better Constructed player, but I believe wholeheartedly that it will make you a better Limited player. Let me invite the band out to start tooting horns, but I'd say in the last 15 Limited Events I've played in (Draft/Sealed/Pre-Release Sealed) I've failed to top 4 twice (not top 8, top 4).

In Duels land, you become so accustomed to playing with and building decks with such nonsense cards that I believe it translates exceptionally well to the land of IRL Limited. There have been times where I've gone months between playing IRL (usually from one pre-release to the next) and Duels has kept me sharp...enough to flourish. (now, my success between hiatuses isn't ALL Duels as I usually read up on what's going on IRL even if I'm not actually playing...but Duels certainly doesn't hurt)

I think Duels helps more than hurts new Magic players...sure, once they make the jump, there are some creases to be ironed out...but Duels does a commendable job of bringing a new person up to speed, comfortably and at their own pace...while still remaining fun for "veterans". Now if only the wardens of this great product weren't such...you know what I'm going to say...

Actually, I'm curious...
How is learning Magic the old fashioned way these days? The rulebook wasn't 195 pages long when I first played Magic.

I mean, I started back in the day (Revised) when my sister saw a couple of our friends playing it and thought it would be fun for us to play. We played a couple games, she lost interest, I was hooked. The first games we played we thought you had to pay creatures' casting costs to attack so it was slow as hell. Once it was pointed out that we didn't have to do that the game became more or less intuitive. Things that we learned along the way (such as using a Royal Assassin to kill a Prodigal Sorcerer after it taps to use it's ability does not stop the ability from happening) we just learned by playing with people that had been playing longer than us.

So... Naturally those issues wouldn't come up with someone learning Magic via Duels, but I was so very young back then, so I'm curious; Is DotP, with it's simplification and rules omissions, better than learning from scratch and/or being taught by people who already know how the game works?
How does Magic: Online teach players?

EDIT:
LegenVD wrote:
There is one minor thing that Duels teaches new players incorrectly, which is taking mulligans.

I've also seen in comments in a Magic video wherein a viewer declared another viewer's analysis invalid citing "you can't save mana, you have to cast a spell immediately after you tap the lands for it".
As in, didn't know the mana pool was a thing. That's a DotP staple right there.

Actually in watching Spellslingers, you can fairly easily pick out the people that only play Duels because of comments like that.


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PostPosted: Thu Dec 05, 2013 4:51 pm 
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LegenVD wrote:
There is one minor thing that Duels teaches new players incorrectly, which is taking mulligans.

I've also seen in comments in a Magic video wherein a viewer declared another viewer's analysis invalid citing "you can't save mana, you have to cast a spell immediately after you tap the lands for it".
As in, didn't know the mana pool was a thing. That's a DotP staple right there.

Actually in watching Spellslingers, you can fairly easily pick out the people that only play Duels because of comments like that.


True, although that doesn't come up very often in Limited, so I guess the upside of simplicity still outweighs that downside.
But the Upkeep is another thing that they should really include in the next games, especially if they include decks like Up to Mischief. Playing a Pestermite in response to a land being played is just wrong.

Still, the games teaches the most important phases correctly and the attacking and blocking works well enough. Those are the most important when it comes to limited anyway.

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