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  1. Grillo_Parlante

    General When Is Fixing Too Good?

    Well, we aren't really testing anything, we are making analogies, and analogies are flawed by their nature. This one seems to be particularly off, because the difference between blowing up a land on turn 1 and turn 3 is huge. Wasteland produces free wins in a way that few other cards can...
  2. Grillo_Parlante

    General When Is Fixing Too Good?

    I think in your format it makes a lot of sense Aoret. I also think it would be interesting to try to build a format with multiple waste lands, 70 colored fixers (40 of them being fetches). Maybe just give 100 slots to lands, and make the format about higher powered mana base construction.
  3. Grillo_Parlante

    General When Is Fixing Too Good?

    hmmm...I have a long post written, but I'm not sure it wouldn't result in us talking past one another. Framing it as "balance" shifting seems a bit off as well. My post just simply stated the more a format condenses down, the more it operates on aggro's basic strategic axis (mana efficiency...
  4. Grillo_Parlante

    General When Is Fixing Too Good?

    I think this brings us back to ahadaban's post, of going up to 20% fixing. If you could do that (say push fetchlands to 40) you than have a lot of anti-wasteland counter play, as well as the ability to support a greater density of CC spells. Er...I think there are a few things to unpack here...
  5. Grillo_Parlante

    General When Is Fixing Too Good?

    Yeah, I kind of feel that the articles Ahadaban linked to are kind of damning: if 11-12% color fixing is already statistically thin, do we really want to accentuate that on turn 0, with a play that has no consistent counter? I feel like the sort of spell velocity focused formats we encourage...
  6. Grillo_Parlante

    General When Is Fixing Too Good?

    While I don't really like tec. edge (because no one plays it, except maybe for a control deck looking for utility land answers), wasteland was always a strange beast for me: 1. You don't really have the density to design a format around it 2. Aggro decks can't rely on having it, so you still...
  7. Grillo_Parlante

    General When Is Fixing Too Good?

    Yeah, the elephant in the room is what does turn 0 land destruction add to the environment.
  8. Grillo_Parlante

    Inscho's Turn 2 Cube

    Sorry about that, I did a few drafts and noticed a few cards that I thought weren't in, were actually in. I felt that the one drops were fine, so its really up to you if you want to expand on them. I think you have the right idea to only do it if they are cards that add otherwise to the...
  9. Grillo_Parlante

    Inscho's Turn 2 Cube

    I wanted to brainstorm a bit about the lands theme: 1. I actually like the idea of the colorless cycle lands, because anyone can run them. 2. I like the idea of tilling treefolk. In a strange way, I like it quite a bit better than loam, as loam offers no board presence. You are probably...
  10. Grillo_Parlante

    Inscho's Turn 2 Cube

    There are a few cards that I think the list would really benefit from: cloud of faeries snap peregrine drake These cards are just too much fun with bouncelands. Cloud also cycles, with gives it some overlap with the other graveyard themes. I actually think meloku the clouded mirror...
  11. Grillo_Parlante

    Sets [OGW] Oath of the Gatewatch Spoiler Thread

    For anyone that might have been wondering, that red/white manland in the spoiler is a 2/1 double striker, which I actually quite like. 4 mana to activate seems a bit much though?
  12. Grillo_Parlante

    General When Is Fixing Too Good?

    Its more like you run a shock in place of a basic. So, you were going to run, lets say, six plains and six islands anyways, but you drop a couple basics for a godless shrine, or watery grave. You run lingering souls on the basis its fine as is, but if you manage to flash it back, thats just...
  13. Grillo_Parlante

    General When Is Fixing Too Good?

    About manlands, they are supposed to shine in top deck wars or as finishers for control. Modern jund (for example) is perfectly happy with grinding both decks down to nothing, before sending the ravines in for the kill, while both players are top decking. I don't think you need too many to...
  14. Grillo_Parlante

    General When Is Fixing Too Good?

    Typically what we see here are excessive splashes. You might have a core two color deck splashing up to three colors, or a three color deck splashing up to two more colors. The most common catalyst for this is something like lingering souls: its a cheap opportunity cost to grab a fetchable...
  15. Grillo_Parlante

    General CBS

    I was just joking: every once in a while we'll brainstorm a "defenders matters" theme or some such thing. It would be kind of funny to have that theme work out because twisted image is setting up a combo kill, but its hardly realistic.
  16. Grillo_Parlante

    General CBS

    So, in the search for completely stupid combo decks, pauper yet again delivers: creatures 3 Benevolent Bodyguard 4 Delver of Secrets 4 Squadron Hawk 4 Tireless Tribe Sorceries 2 Deep Analysis 2 Gitaxian Probe 3 Preordain Instants 1 Apostle's Blessing 4 Brainstorm 1 Dispel 2 Gush 4 Inside...
  17. Grillo_Parlante

    General Fight Club

    I would go doomsday all the way, though I don't know how much B/x combo you support. Doomsday is the ultimate combo tutor, letting you select a small pool of cards with which to win the game, at great risk to yourself.
  18. Grillo_Parlante

    Card/Deck Single Card Spotlight

    ah...death spark, that card is the truth--in a low power format. Darkblast is so good because it can get x/2s in addition to x/1s, so death spark's performance is much more conditioned on the heavy presence of x/1 s in a format. When it is good though, it is great, as the repeated ping can...
  19. Grillo_Parlante

    Card/Deck Loners

    This tends to be more voltrony for me, where you are heavily investing in one resilient threat: double strike creatures, heroic, and hexproof in general. Had not really thought of it from a control-centric perspective. I think you probably want more supporting pieces there can turn into...
  20. Grillo_Parlante

    General When Is Fixing Too Good?

    hmm...lets see here, I count about 70 fixing lands at 450, so about 15%. I don't know how to calculate how significant that 3-4% increase is on draft dynamics though*. The thing that makes me sort of pause, is that you have a slower more durdly format, so it seems strange that your drafters...
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