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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 7:31 am 
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dh50 wrote:
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.


Land destruction is pretty insidious, but that is not the real issue by itself.

I've been playing this game long enough to remember lands that destroy lands, 2-mana and 3-mana land destruction spells. Those were really annoying, simply stopping you from casting your 2 and 3 mana spells.

Acid-Moss is a 4-mana land destruction spell. That, on its own, isn't terribly bad. It is the fact that it also ramps the user that makes it so bad. Honestly, if this spell was Rolling Spoil, it wouldn't be reviled nor played as much. It is the added ramp that makes it broken in this meta.

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 8:00 am 
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Actually Rolling Spoil would give it some more relevance vs aggro haha, poor choice ;)

In seriousness though, it's problem is the home it is in now. It's like Evolpea, the card itself isn't amazing, but the homes it had just made the decks already strong without it overbearing to deal with. Again, it was control that suffered most because now every creature targeted by your removal would just be sac'ed for value. Moss both widens the gap between the opposing deck's ability to cope with Ramp's lategame, and shortens Ramp's time-until-online. I can't think of another card other than Evolpea that shuts out the opponent quite as much in our pool vs certain matchups.

EDIT: Well, there is Tainted Remedy for all those lifegain decks we're struggling against atm. Right...?

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 8:10 am 
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Actually Rolling Spoil would give it some more relevance vs aggro haha, poor choice ;)

In seriousness though, it's problem is the home it is in now. It's like Evolpea, the card itself isn't amazing, but the homes it had just made the decks already strong without it overbearing to deal with. Again, it was control that suffered most because now every creature targeted by your removal would just be sac'ed for value. Moss both widens the gap between the opposing deck's ability to cope with Ramp's lategame, and shortens Ramp's time-until-online. I can't think of another card other than Evolpea that shuts out the opponent quite as much in our pool vs certain matchups.


I was going to put in Reap and Sow or Creeping Mold, but Reap and Sow can do the same thing for more mana and Creeping Mold is super versitile. I was really going for the point of the matter.

And Evoleap's value dropped a bit when more sweepers came with B4Z (it's still really good, mind you). The card is one you build around, since you know when you use it you're going to get another creature.

Honestly, if the card did not ramp as well, people probably wouldn't play it. The payoff wouldn't be there against the aggro decks.

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 8:18 am 
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Evolpea has dropped, but you didn't need to build a deck around it. About to lose Kird Chief? Sac. About to lose Krasis? Sac. Gaea's to Celestial Flare (like you deserve you jammy sod!)? Sac. Realistically, it's a 2 mana investment that when you leave 1 Green open, will give you 100% value for that now dead card. Even sac'ing Gaea's for a Gatecreeper is still more value than you would have had.

The board wipes have helped dip it down, but theres now a 4cmc enchantment in green that produces scions and can tutor for the Eldrazi you want to ramp into anyway, and that suits the ramp creature decks better than 1 mana pot-luck I guess.

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 9:00 am 
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Evolpea has dropped, but you didn't need to build a deck around it. About to lose Kird Chief? Sac. About to lose Krasis? Sac. Gaea's to Celestial Flare (like you deserve you jammy sod!)? Sac. Realistically, it's a 2 mana investment that when you leave 1 Green open, will give you 100% value for that now dead card. Even sac'ing Gaea's for a Gatecreeper is still more value than you would have had.

The board wipes have helped dip it down, but theres now a 4cmc enchantment in green that produces scions and can tutor for the Eldrazi you want to ramp into anyway, and that suits the ramp creature decks better than 1 mana pot-luck I guess.


Pretty much...although, Gruul Monsters never really used EvoLeap to its true potential anyways, if they even ran it. With From Beyond, it takes the guess work out.

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 10:59 am 
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When they came for the Acid-Moss, I said nothing, because I don't run land destruction. When they came for Counterspell I said nothing, because I don't run control decks. When they came for OP aggro garbage like Goblin Guide... oh wait, Wizards doesn't go after degenerate aggro because degenerate aggro wins make teenagers with disposable income happy.


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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 11:06 am 
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For what it's worth I shall be rather sad if they do anything with Acid Moss. I appreciate it's an annoying card to play but I'd rather have an annoyance then set a precedent for removing cards because they are complained about (however rightly or wrongly). I mean how much must we complain before Scatter to the Wind is removed because efficiently costed counters are bad for timmy? Or sweepers because they annoy aggro players? Or hexproof dudes because control hates them? I'd rather not start down that road to begin with.

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 11:13 am 
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Wizards doesn't go after degenerate aggro because degenerate aggro wins make teenagers with disposable income happy.


Those degenerate "teens" spammed the Gruul Monsters deck, and probably started making Moss so popular through netdecking Kyrder's builds. The quickest way to win, and the easiest way to annoy your opponent.

Too many players lack honor for this grumpy Paladin.

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 11:14 am 
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I hope they don't do anything either, as I've said it doesn't seem to me to be a problem in the first place.

If they did replace it with something, I nominate Harrow :devil:


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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 11:23 am 
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Man I would love it if Harrow got into the pool. That card is great.

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 12:07 pm 
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Man I would love it if Harrow got into the pool. That card is great.

It's also a direct counter to Acid Moss :P

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 12:16 pm 
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So here's the deal... We knew this was coming. I don't think Moss is an issue, so much as the low power level simply favoring slow decks. I agree in principle with the people suggesting speeding up the meta to combat slow decks (although, I doubt it's the best solution), but I also think we should really be addressing the symptoms as well as the cause. E.g.: if we want to build a proper control response to moss, we need to be thinking about what kills the big creatures as well.

Unfortunately, the big creatures are all hard to kill - indestructible, hexproof, and/or just damn big. So you are going to need sac effects. They also render languish fairly useless. This means white mass removal, and black backing for extra sac effects or blue for counterspells.

I'd be looking at WB, WU, WBU, or of course WBG, and WUG decks (g in this case is just for land management, so maybe not that worth it as an addition, but G is ultra powerful right now and it gives you access to better finishers too so maybe).

Go heavy on land - 26 land decks, IMO. Really play control - e.g. One for one spells, don't over rely on sweepers. Keep your win con numbers low. That kind of stuff. Oh, and make absolutely certain you have direct answers to hexproof in the deck.


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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 12:51 pm 
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That's the spirit DJ! Build a counter. Harrow would be a nice simple counter and would aid the enablement of multi colour decks. Over to you wizards!

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 12:53 pm 
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I forgot to mention Aligned Hedron Network which neatly answers all of these cards as well. I really think it can be done. Ulamog really sucks but it's just one card out of 60.

P.s.: just run AHN in every deck that doesn't have creatures above 5 P, lol. Even RDW... HEHEHEHHE


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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 1:15 pm 
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DJ0045 wrote:
I forgot to mention Aligned Hedron Network which neatly answers all of these cards as well. I really think it can be done. Ulamog really sucks but it's just one card out of 60.

P.s.: just run AHN in every deck that doesn't have creatures above 5 P, lol. Even RDW... HEHEHEHHE


I unlocked 1 of those the other night on steam :). I will bear in mind I have it. :).

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 1:29 pm 
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DJ0045 wrote:
I forgot to mention Aligned Hedron Network which neatly answers all of these cards as well. I really think it can be done. Ulamog really sucks but it's just one card out of 60.

P.s.: just run AHN in every deck that doesn't have creatures above 5 P, lol. Even RDW... HEHEHEHHE


As good as that card would be against ramp, I have yet to see it in a non-AI deck played against me. Even then, it doesn't not help against Oblivion Sower nor Ulamog and their casting effects.

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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 1:40 pm 
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Kryder wrote:
DJ0045 wrote:
I forgot to mention Aligned Hedron Network which neatly answers all of these cards as well. I really think it can be done. Ulamog really sucks but it's just one card out of 60.

P.s.: just run AHN in every deck that doesn't have creatures above 5 P, lol. Even RDW... HEHEHEHHE


As good as that card would be against ramp, I have yet to see it in a non-AI deck played against me. Even then, it doesn't not help against Oblivion Sower nor Ulamog and their casting effects.


True, it loses that battle, but it still might win you the war. That said, I'm not totally concerned with oblivion sower, ulamog on the other hand. These 'when cast' cards are really tough on control. No doubt about it. We really need targeted discard right now. Would make a huge difference. Example: where's my Transgress the Mind?


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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 1:53 pm 
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LOL Transgress the Mind in Duel? The first one to exile your Mythic wins! But weren't there like 3 cards that are not lil that discard opposing hand?


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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 1:55 pm 
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Empo wrote:
LOL Transgress the Mind in Duel? The first one to exile your Mythic wins! But weren't there like 3 cards that are not lil that discard opposing hand?


I think that's a little short sighted. It's an answer to the over popular midrange meta, it does almost nothing against aggro. It would bring some balance.


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 Post subject: Re: Acid Moss
PostPosted: Thu Dec 03, 2015 2:13 pm 
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And also ruin the whole rarity thing since most 1-offs are more than 3 mana. The only good thing that would come out of it is that people would be forced to for more consistancy.... which leaves them aggro is only choice.


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