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PostPosted: Fri Mar 28, 2014 12:12 pm 
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Minotaur Skullcleaver. Voyage's End is fine, I just want the brute though?


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PostPosted: Fri Mar 28, 2014 12:26 pm 
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Let's end this voyage


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PostPosted: Fri Mar 28, 2014 8:19 pm 
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End.

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PostPosted: Sat Mar 29, 2014 9:48 am 
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PostPosted: Sat Mar 29, 2014 12:16 pm 
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Wow what a pack. 4 first pick able cards.

I think wingsteed rider. At least our deck will only lose to itself.

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PostPosted: Sat Mar 29, 2014 12:33 pm 
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Rider, sure.

Which is the fourth?

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PostPosted: Sat Mar 29, 2014 3:29 pm 
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Rider. We're playing that White, guys!

I think the 4 cards he was thinking are Rider, Emissary, Griptide and Naiad.

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PostPosted: Sat Mar 29, 2014 9:47 pm 
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Alright then, Rider it is. Man, what a pack.

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CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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PostPosted: Sun Mar 30, 2014 12:16 am 
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felbatista wrote:
Rider. We're playing that White, guys!

I think the 4 cards he was thinking are Rider, Emissary, Griptide and Naiad.


Indeed

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"Everything looks good when your opponent passes 4 turns in a row" -- rstnme
"Something that does not look good when your opponent does nothing is not a thing" -- me


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PostPosted: Sun Mar 30, 2014 3:30 am 
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Emissary is the one I wasn't thinking. Even though I lost a game to it yesterday.

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PostPosted: Sun Mar 30, 2014 5:02 am 
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Well as we seem to commit to white then I guess the Rider is the pick for the group.

Personally I would take griptide here.


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PostPosted: Sun Mar 30, 2014 8:47 am 
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This is our deck so far:

Favored Hoplite
Nyxborn Shieldmate
Deepwater Hypnotist
Phalanx Leader
Setessan Battle Priest
Traveling Philosopher
Nyxborn Triton
Flamespeaker Adept
Wingsteed Rider
Wingsteed Rider
Ill-Tempered Cyclops
Akroan Conscriptor

Dragon Mantle
Fall of the Hammer
Fate Foretold
Stratus Walk
Glimpse the Sun God

Voyage's End
Griptide

Springleaf Drum

And this is left over:

Arbiter of the Ideal
Oracle of Bones
Impetuous Sunchaser
Floodtide Serpent
Lightning Volley
Culling Mark
Rageblood Shaman
Portent of Betrayal
Stymied Hopes
Satyr Rambler
Thassa's Bounty

Our problems are pretty obvious: we need white enchantrips, Wavecrash Tritons, and moar Phalanx Leaders. Our red should be kept to two cards, Fall and Conscriptor. We should replace the Hypnotist, the Drum, the Adept, the Mantle, the Cyclops.

You may say our red is better than blue, and probably it is, but it does not help our heroes. In fact, we drafted ourselves in a corner, and we may end up with a three-color special, something like a 8-4-4 land split, with Drum for fixing. The next few picks should tell if we have a chance at a deck.

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PostPosted: Sun Mar 30, 2014 9:23 am 
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I don't think this is our deck.

The main white cards we have need to be played early (glimpse aside) which means you need a critical mass of plains. For single casting cards that you want to play turn 2 the requisite number is usually 8 and this goes down to 7 if they are turn 3/4. The problem is our white are doubles (phalanx and wingsteed) and therefore we need a minimum of 10 plains to hope to play them reguarly on turn 1 (hopilite), 2 and 3 for the leader and the rider. If we are white then we will only have 7 lands to switch between islands and mountains meaning that we don't want many of those cards at all. At the moment your deck has 11 red and blue cards.


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PostPosted: Sun Mar 30, 2014 10:38 am 
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Actually doesn't even matter if we play the white. Our neighbor not playing them is good enough.

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"Something that does not look good when your opponent does nothing is not a thing" -- me


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PostPosted: Sun Mar 30, 2014 10:48 am 
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Without white, we have a 0-3 deck. Like it or not. We have no burn, not enough blue tricks, no big blue flyers - well, one. Not playing white, at this point, is worse than playing three colors, hoping for double white on turn three.

Edit: I'm going from memory on this, so maybe if you could build the UR deck, I might change my mind.

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PostPosted: Sun Mar 30, 2014 11:33 am 
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Hammer and Conscriptior are our only really good red cards, the rest are easy enough to cut. Mantle's cool, but if we're looking to cut down on red, ten firebreathing isn't going to do much for us. Also, I would totally run the Arbiter. That's our bomb. We don't have an other cards that say "you probably win".

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

TPrizesW
TPortfolioW


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PostPosted: Sun Mar 30, 2014 6:03 pm 
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Man I disappear for a week and look what happens.

Rider!

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PostPosted: Mon Mar 31, 2014 7:51 am 
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This would be our deck so far:

Creatures
Impetuous Sunchaser
Satyr Rambler
Deepwater Hypnotist
Nyxborn Triton
Flamespeaker Adept
Oracle of Bones
Rageblood Shaman
Ill-Tempered Cyclops
Arbiter of the Ideal
Akroan Conscriptor
Floodtide Serpent

Spells
Dragon Mantle
Voyage's End
Fate Foretold
Fall of the Hammer
Stratus Walk
Griptide
Portent of Betrayal


This is 18 cards with a good curve and some good tricks. No, it's not great but it will do better for us than playing white. It is more consistent though and we are much less likely to lose to colour screw.


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PostPosted: Mon Mar 31, 2014 8:34 am 
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PostPosted: Mon Mar 31, 2014 8:43 am 
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Unsurprisingly, we are again bereft of any playable white. Skullcleaver seems like the most effective option here.

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