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 Post subject: Re: Acid Moss
PostPosted: Wed Jan 20, 2016 10:23 am 
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What would be sweet is if there was a kind of Reflect spell so you can make people acid moss themselves :D

I can't believe there is no magic card called Reflect.


That is true - but these would do:

Redirect
Wild Ricochet
Shunt
Commandeer

Or in a pinch, just return the favor:

Dualcaster Mage
Fork
Reverberate
Twincast
Reiterate
Split Decision

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 Post subject: Re: Acid Moss
PostPosted: Wed Jan 20, 2016 10:38 am 
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Awesome I would take Redirect and Wild Ricochet into my Grix deck for some serious moss punishment!

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 Post subject: Re: Acid Moss
PostPosted: Wed Jan 20, 2016 12:40 pm 
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I was going to post this a few days back but I was both lazy and frankly didn't want to give much weight to this reddit comment. The first post was in response to the news that they were NOT phasing out cards during later sets. Take it with a grain of salt.

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 Post subject: Re: Acid Moss
PostPosted: Wed Jan 20, 2016 12:53 pm 
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If it's not phazed out, than they better give us ways to deal with it. Mana producing creatures, artifacts that give mana and the already mentioned instants.


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 Post subject: Re: Acid Moss
PostPosted: Wed Jan 20, 2016 1:11 pm 
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DJ0045 wrote:
"It's the universally expected turn 4 play when facing Green." - Satisfied?


Sure :)

Or even just, 'better be prepared for a t4 moss when facing green.'


So tell me.. how does one prepare for a turn 4 moss? You can't prepare for it in your mulligans bc you don't know you're playing green until the first turn.

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 Post subject: Re: Acid Moss
PostPosted: Wed Jan 20, 2016 1:27 pm 
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DJ0045 wrote:
"It's the universally expected turn 4 play when facing Green." - Satisfied?


Sure :)

Or even just, 'better be prepared for a t4 moss when facing green.'


So tell me.. how does one prepare for a turn 4 moss? You can't prepare for it in your mulligans bc you don't know you're playing green until the first turn.


I think you need to be careful not to run decks that are overly greedy on their mana bases. I think you need to make sure your deck has sufficient land. Or, I think you need to be aggressive enough that t4 wasted means death. Most of those decks are going to be "try hard" decks. But then again so are decks running 4x Moss in ramp shells. If you expect to beat a "try hard" deck consistently, you need to be playing a "try hard" deck as well. Within "try hard" decks there are plenty of answers to t4 moss. Control has more counters than ramp has moss, and those counters come online t3. RDW probably doesn't care if you kill one of its lands. Even crats - which is probably tier 2 - can draw through the tempo loss, when built correctly. Jund Sac steal gets hurt hard, but it's in a good position in the later game, so t4 moss hurts it, but I think it's still generally favored in the matchup. I could go on, but I feel like that's enough.

Now let's be clear about something - the only decks that are likely to be able to even have a chance to survive t4, t5 moss are aggro decks. But I assume that doesn't come up often. I'd bet your Rakdos deck would crush t4 moss, most of the time (e.g.: it's prepared).

You also need to realize that while t4 Moss often wins games, t8 Moss topdeck can often lose the game for them instead. It's a gamble. It's a good gamble, but it's a gamble.

edit: also, come on beast... you know this stuff already.


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 Post subject: Re: Acid Moss
PostPosted: Wed Jan 20, 2016 1:48 pm 
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So tell me.. how does one prepare for a turn 4 moss?

Guess it depends on the deck but you could limit how much you expose certain colors by your land sequencing. You could also feign weakness in a color that you actually have a lot of. There's obviously the need to play on curve and sequencing is important but if you have the choice, might as well consider how your lands come out in the expectation of moss. Especially since it seems to be part of every platform's meta.


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 Post subject: Re: Acid Moss
PostPosted: Wed Jan 20, 2016 2:03 pm 
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I'd also point out one other issue. Generally, on this site, most of the decks posted are midrange - or at least end up running as midrange whether they were intended to be or not. Ramp/Control is heavily favored in that matchup. Moss being a primary reason, but so are life gain, all of the sweepers, ulamog, etc... Even the best midrange deck, for example Thopters, will have a hard time against well built ramp (see our tournament results from last night - which should have gone 2-1 IMO but for some total epicness). Something less consistent, but still midrange, will probably get crushed.

Unfortunately, we are definitely in a meta where moss will shine. And even more unfortunately, it won't change until APRIL! So let's just say - we all feel each others pain, and @MEGA, anytime you want a 0 Moss night, just let me know. I'll happily play you anytime with other decks than Gruul/Naya/or MonoG ramp.


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 Post subject: Re: Acid Moss
PostPosted: Wed Jan 20, 2016 4:31 pm 
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DJ0045 wrote:
It's an excellent card


Now, let's not get carried away by the hype. Moss is the latest example of Duel's long history of terrible cards that become good because the powerlevel of the pool is super low.

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 Post subject: Re: Acid Moss
PostPosted: Wed Jan 20, 2016 4:35 pm 
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Who said it's gonna change? I don't think they're gonna remove the card. And we don't know if aggro will become strong enough to kick ramp out of the meta.


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 Post subject: Re: Acid Moss
PostPosted: Wed Jan 20, 2016 4:47 pm 
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let me take care of that. I'll give so many bloody noses to rampers pampers that they're run to other archtypes.


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 Post subject: Re: Acid Moss
PostPosted: Wed Jan 20, 2016 5:23 pm 
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let me take care of that. I'll give so many bloody noses to rampers pampers that they're run to other archtypes.


This won't happen unless we can Reanimate Sire of Stagnation within 2 or 3 turns without using ramp ourselves.


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 Post subject: Re: Acid Moss
PostPosted: Wed Jan 20, 2016 7:56 pm 
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or if you know... we get a turn 4/5 kill aggro deck

right now aggro is at around 5-7 it just needs to be faster overall, then things like acid moss and from beyond will be death sentences cause they do nothing to advance your board on the turn they're played


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 Post subject: Re: Acid Moss
PostPosted: Wed Jan 20, 2016 8:06 pm 
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felbatista wrote:
DJ0045 wrote:
It's an excellent card


Now, let's not get carried away by the hype. Moss is the latest example of Duel's long history of terrible cards that become good because the powerlevel of the pool is super low.


I'm not entirely sure that's accurate. The rarity restrictions in Duels incentivize stretching colors to get a higher number of powerful cards into a deck, which requires greedy mana-bases. Acid Moss is fantastic at punishing greedy mana bases. This wouldn't be that meaningful if there weren't good things to ramp to, but Ulamog certainly qualifies there. And there is quite decent red removal (fiery impulse, twin bolt, Radiant Flames, etc). So ramp decks have comparable card quality to the 3,4 and 5 color good stuff decks while beating them up with Moss. Not so much because the pool is weak, but because it nudges people into the Acid-Moss punch.

or if you know... we get a turn 4/5 kill aggro deck

right now aggro is at around 5-7 it just needs to be faster overall, then things like acid moss and from beyond will be death sentences cause they do nothing to advance your board on the turn they're played


RDW and Mono-Green Landfall/Pump Spells are both T4-T5 kill decks, but fail hard to sweepers (especially the green deck). And mono-green ramp typically has a fair bit of life-gain, while RG ramp usually has good removal, while Gatecreepers and Elvish Visionaries make excellent chump blockers. The ramp decks are, unfortunately, pretty resilient to early aggro.

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 Post subject: Re: Acid Moss
PostPosted: Wed Jan 20, 2016 8:15 pm 
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randomname wrote:
felbatista wrote:
DJ0045 wrote:
It's an excellent card


Now, let's not get carried away by the hype. Moss is the latest example of Duel's long history of terrible cards that become good because the powerlevel of the pool is super low.


I'm not entirely sure that's accurate. The rarity restrictions in Duels incentivize stretching colors to get a higher number of powerful cards into a deck, which requires greedy mana-bases. Acid Moss is fantastic at punishing greedy mana bases. This wouldn't be that meaningful if there weren't good things to ramp to, but Ulamog certainly qualifies there. And there is quite decent red removal (fiery impulse, twin bolt, Radiant Flames, etc). So ramp decks have comparable card quality to the 3,4 and 5 color good stuff decks while beating them up with Moss. Not so much because the pool is weak, but because it nudges people into the Acid-Moss punch.


Maybe I didn't word my phrase the best way possible, but one of the reasons our pool is weak is exactly the rarity restrictions.

No matter how you look at it, Acid Moss is a very bad Magic card. Cards that are good at punishing greedy manabases are Blood Moon or Tectonic Edge. The fact that there is a large number of players that want Acid Moss banned is only a statement of how weak our pool is.

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 Post subject: Re: Acid Moss
PostPosted: Thu Jan 21, 2016 3:25 am 
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It's kinda about the weak pool, but more specifically the mana base. We could sac fetch lands if we had them. Negate is hopefully coming in April and that will be a massive boon to Control decks in dealing with Moss, whereas hopefully Warping Wail will help other decks out that can use colorless mana (which I'm still unsure will have enough sources in our pool).

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 Post subject: Re: Acid Moss
PostPosted: Thu Jan 21, 2016 3:41 am 
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There's gonna be a basic land that gives C....


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 Post subject: Re: Acid Moss
PostPosted: Thu Jan 21, 2016 3:57 am 
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If you want to include many sources of that just for a sorcery counter be my guest...

Unless colorless is a specific part of the strategy, I don't see myself adding 2-3 Wastes in for the spell is all I'm saying Babs.

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 Post subject: Re: Acid Moss
PostPosted: Thu Jan 21, 2016 3:59 am 
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I'm expecting G/C to be pretty powerful so that's the deck I'm gonna run it in


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 Post subject: Re: Acid Moss
PostPosted: Thu Jan 21, 2016 4:06 am 
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Probably will be, but that deck won't be wanting this as anti-Moss tech. If we can reboot the B/R Eldrazi deck with C, then it'll have a home there, or maybe if we can make something like the Black Eldrazi decks in paper (Moss can still hurt for a color with no land fixing and life-costing draw).

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