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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 6:12 pm 
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It's sad if we lose a member who feels he isn't listened to. I put a poll out on the worst type of destructive decks and LD was voted the worst by a clear majority. Like mythic I have not seen it but I have not played anywhere enough matches in versus and certainly not at the higher levels to say either way.

Acid moss has been around since origins of course but maybe it is because ramp is a thing thanks to Eldrazi from B4Z that it's appearing more frequently and is thus legitimately seen as an issue. If the trend continues I suspect or hope that someone will devise a consistent counter deck. It's interesting too that development on wizards side are looking at the impact on the game including duels and presumably will rectify somehow in later blocks.

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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 6:38 pm 
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I'm glad they're aware and looking at it. Moss is turning people off trying big colour combos, and is one of the biggest reasons people feel like running green in every tri colour deck just incase they DO get moss'd turn 4. The only card I've ever come close to expecting/dreading is the Reclamation Sage the moment I played Evolpea, Tutelage or Spy Network.

If they do remove it, I look forward to the "but you're removing content I put my MONEY towards Wizards?!" threads.

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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 6:56 pm 
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If they do remove it, I'm looking forward to typing "Get Gud" when absolutely nothing changes and people move on to complaining about the next thing.


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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 8:42 pm 
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mjack33 wrote:
If they do remove it, I'm looking forward to typing "Get Gud" when absolutely nothing changes and people move on to complaining about the next thing.

It won't change the ramp meta, but it will open up some possibilities for multi-coloured decks without green.


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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 10:18 pm 
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felbatista wrote:
DJ0045 wrote:
mjack33 wrote:
A very simple one from vanilla is:

Turn 1 2/1
Turn 2 2 - 2/1's Attack for 2.
Turn 3 Pump attack by 2 with the , Attack for 12.
Turn 4 Similar. We've done 26 damage and they are dead. A turn 1 Jaddi Offshoot reduces this to 21 - whatever they heal, but a turn 5 goldfish is still reasonable given this case.

Replacing the 2 creatures on turn 2 with 1/1's, we still do 22 damage, meaning :w: and pretty much any other color combo can do this. This ignores "landfall aggro", other pumps, and stuff that make a turn 5 goldfish reasonable (turn 6? with some opposing life gain).


I don't think it's believable. No way you're overcoming life gain with that deck. You might get a lucky blow out, but that's going to be 1 in 20 in that matchup.

Basically, the META needs a strong control deck in order to beat ramp, IMO.


Ramp has all the tools it needs to beat Control. It's a deck that does nothing but setup until turn 4/5. The correct counter to that is good ol' aggro, and that's what we're lacking.


I totally disagree... This type of ramp deck is what I'd build to counter aggro. I don't think aggro would stand a chance. Control? Maybe... Combo? Possibly... Not aggro. Not against life gain ramp with big stuffs.


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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 11:50 pm 
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Some kind of mill control deck might be the way to go as a counter. Especially since the ramp decks do such a great job of digging through their own libraries.


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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 12:38 am 
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Getting really annoyed with it now. When it's ramp vs ramp, and I'm the player who goes second, I know my opponent has one and he knows I have one.

Upkeep of fourth turn, he drops a land and acid moss. Blows up my third land, sets me back to turn 3 on my next upkeep. Now he's at turn 5 for land drops, and some 6 mana mythic / fatty (sower, bellower, colossus, whatever) is coming out next turn for him.

So TLDR he's at turn 5 and I'm about to start my turn 3 after moss drops. And the only reason he has this advantage, IMO, is because he went first. If the RNG let me go first, I would've done the same to him.

Just lost my last 2 games to this. Not too interested in what I did wrong, why I suck etc. In my opinion the meta at the moment is two things: Aggro, which is pretty dead / not a huge worry at high ranks. The other is Ulamog ramp. Doesn't matter which colours. Bant, sultai, gruul, selesnya. The goal seems to be acid moss ramp to ulamog's exile ability.

So what do I play? Either aggro for a few rounds for a laugh, keep the ramp decks on their toes. It gets old fast so I switch to the more fun combo ramp like everyone else. And it's a race for acid moss on turn 4. Whoever hits it first wins..


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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 12:53 am 
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OR you could build a more resilient ramp deck that has something to do on turn 3.

Edit: No um...... I fully realize the meta is ****.


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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 12:57 am 
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@jack

Quote:
Not too interested in what I did wrong, why I suck etc.


This thread is here for a reason. Wizards chris is replying to the acid moss discussion for a reason.

When people say well it was here before BFZ, yeah well all the new fatties weren't. And now they are. It hits too hard.

I guess to bite on your comment, I don't feel any 3 drops will save me from facing a 6 mana nissa's renewal / sower / bellower / what have you, on their next turn.


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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 2:05 am 
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beeswax wrote:
Getting really annoyed with it now. When it's ramp vs ramp, and I'm the player who goes second, I know my opponent has one and he knows I have one.

Upkeep of fourth turn, he drops a land and acid moss. Blows up my third land, sets me back to turn 3 on my next upkeep. Now he's at turn 5 for land drops, and some 6 mana mythic / fatty (sower, bellower, colossus, whatever) is coming out next turn for him.

So TLDR he's at turn 5 and I'm about to start my turn 3 after moss drops. And the only reason he has this advantage, IMO, is because he went first. If the RNG let me go first, I would've done the same to him.

Just lost my last 2 games to this. Not too interested in what I did wrong, why I suck etc. In my opinion the meta at the moment is two things: Aggro, which is pretty dead / not a huge worry at high ranks. The other is Ulamog ramp. Doesn't matter which colours. Bant, sultai, gruul, selesnya. The goal seems to be acid moss ramp to ulamog's exile ability.

So what do I play? Either aggro for a few rounds for a laugh, keep the ramp decks on their toes. It gets old fast so I switch to the more fun combo ramp like everyone else. And it's a race for acid moss on turn 4. Whoever hits it first wins..


But, what did you do on your "first" turn 3 ? That's the turn YOU should be ramping, getting you to 4 lands in play. Then opponent blows up one of yours. Your turn, drop land 4 and blow up one of his. Now you're on 5 lands, he's on 4 and can drop his 5th.

Ramp needs to ramp to work.

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 2:22 am 
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I **** hate land destruction. Only mechanic in Magic I truly truly hate.

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 2:29 am 
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You see what it starts to boil down to in your "ramp vs ramp" argument? Who hits moss first AND last. That doesn't sound remotely healthy.

Ramp will still be strong, I'm fine with that so long as I can still play my deck regardless of if I lose or not. Drawing a counterspell and losing because you didn't a second one is far less annoying than sitting there with 2 in hand and no blue source because Mosstards.

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 2:32 am 
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sixty4half wrote:
I **** hate land destruction. Only mechanic in Magic I truly truly hate.


So if I sat down across the table and said I was playing Four Horseman, you would be all giddy with anticipation?


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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 3:00 am 
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mjack33 wrote:
So if I sat down across the table and said I was playing Four Horseman, you would be all giddy with anticipation?

Of course I'd be giddy with anticipation, if you said you'd be paying four whores, man.


Last edited by Gegliosch on Thu Dec 03, 2015 3:11 am, edited 1 time in total.

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 3:09 am 
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The point really here, is that it's very emotional to be on the receiving end. It feels like it's ruining your game, like you're tied down.

It becomes emotional, because unlike your spell being countered or your big critter getting wasted, you at least got to play the thing. Just sitting with your cards in hand, feels like the times where the "broken shuffler"tm is screwing you over hard.

Not that that ever spawned any heated conversations or anything...

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 4:48 am 
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I need to check back to on the B4Z pro tour. If it's prevalent in duels is it because we are missing an obvious counter. If the steam community has found this out then surely the pros did too but for whatever reason are not running it. Question is why?

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 5:04 am 
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I need to check back to on the B4Z pro tour. If it's prevalent in duels is it because we are missing an obvious counter. If the steam community has found this out then surely the pros did too but for whatever reason are not running it. Question is why?


Assuming that you are talking about Acid Moss. The card is not even in Standard. It is an old card from the Time Spiral (Card powerlevels and design philopsophies were very different back then) set that Wizards somehow decided would be cool to have in the Duels starter pack...

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 6:18 am 
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Nevius wrote:
I need to check back to on the B4Z pro tour. If it's prevalent in duels is it because we are missing an obvious counter. If the steam community has found this out then surely the pros did too but for whatever reason are not running it. Question is why?


Assuming that you are talking about Acid Moss. The card is not even in Standard. It is an old card from the Time Spiral (Card powerlevels and design philopsophies were very different back then) set that Wizards somehow decided would be cool to have in the Duels starter pack...


Even if it was in Standard, it's impact wouldn't be the same because the overall power and speed of the Standard format is much higher/faster than Duels.

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 6:57 am 
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If someone casts Acid Moss against me, I'll concede before it resolves. It's not fun to play against, and I don't care at all about my rank. Land destruction is an obnoxious tactic that highlights the absolute worst part of Magic - mana screw. It's mind boggling that Wizards decided to include it in Duels.


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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 7:19 am 
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Then that seems to be an "Oh sh*t" moment by wizards. They need to find a way to remove the card. I'd agree if users just auto add then the game will suffer badly.

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